Sven Långkalsång
crafting
skill
4
Sven Långkalsång
intimidation
skill
16
Sven Långkalsång
strength
ability
16
Alyssa Snapdragon
performance
skill
24
Alyssa Snapdragon
skill
14
Alyssa Snapdragon
Underworld
skill
21
source: Charlatan
Sven Långkalsång

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*
ancestry feats and abilities
Sven Långkalsång

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*
ancestry feats and abilities
Sven Långkalsång
Titan Wrestler

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*
ancestry feats and abilities
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Alyssa Snapdragon
Charming Liar

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*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Deception
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
Alyssa Snapdragon
Lie to Me

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*
ancestry feats and abilities
level: 1
traits: General, Skill
prerequisites: trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Gary Kreeefrog (Chris)
Druid Equipment Package
stowed item
bulk: 4
quantity: 1
price: 4 gp
SUBCATEGORY: Adventuring Gear
Armor: hide armor
Weapons: 4 javelins, spear
Gear: adventurer’s pack, primal symbol
Options: healer’s toolkit (5 gp)
Money Left Over: 11 gp
Weapons: 4 javelins, spear
Gear: adventurer’s pack, primal symbol
Options: healer’s toolkit (5 gp)
Money Left Over: 11 gp
Sven Långkalsång
athletics
skill
4
Gary Kreeefrog (Chris)
Natural Medicine

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*
class feats and abilities
level: 1
traits: General, Skill
prerequisites: trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Sven Långkalsång
Titan Wrestler

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*
ancestry feats and abilities
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Sven Långkalsång
Raging Thrower

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*
class feats and abilities
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Sven Långkalsång
Raging Thrower

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*
class feats and abilities
level: 1st
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Sven Långkalsång
Raging Thrower

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*
class feats and abilities
level: 1
traits: Barbarian
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Sven Långkalsång
Adrenaline Rush

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*
class feats and abilities
traits: Barbarian, Rage
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
Sven Långkalsång
unarmed fist
melee strike
Sven Långkalsång
unarmed fist
melee strike
Alyssa Snapdragon
Dagger
melee strike
Sven Långkalsång
Titan Wrestler

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*
ancestry feats and abilities
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Sven Långkalsång
Rage

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*
class feats and abilities
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Sven Långkalsång
acrobatics
skill
20
Sven Långkalsång
Adrenaline Rush

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*
class feats and abilities
level: 1
traits: Barbarian, Rage
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
Sven Långkalsång
Rage

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*
class feats and abilities
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Alyssa Snapdragon
Legal Lore
skill
19
source: Hellspawn lineage
objection
Gary Kreeefrog (Chris)

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*
cantrip
action: 1-action
Sven Långkalsång
Raging Thrower

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*
class feats and abilities
level: 1
traits: Barbarian
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Gary Kreeefrog (Chris)
Timber

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*
primal cantrip
damage
6
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Sven Långkalsång
Titan Mauler

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*
class feats and abilities
level: 1
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Sven Långkalsång
Bastard Sword
worn item
bulk: 1
quantity: 1
traits: Two-hand d12
price: 4 gp
SUBCATEGORY: Weapons
HANDS: 1 or 2
DAMAGE: 1d8 (5)
DAMAGE TYPE: slashing
WEAPON CATEGORY: Martial
GROUP: Sword
HANDS: 1 or 2
DAMAGE: 1d8 (5)
DAMAGE TYPE: slashing
WEAPON CATEGORY: Martial
GROUP: Sword
This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra slashing power.
Sven Långkalsång
Bastard Sword
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Critical damage
10
bludgeoning slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Critical damage
32
bludgeoning slashing
Sven Långkalsång
Bastard Sword
melee strike
Sven Långkalsång
Bastard Sword
melee strike
Critical damage
20
slashing
Sven Långkalsång
Adventurer's Pack
stowed item
bulk: L
quantity: 1
price: 15 sp
SUBCATEGORY: Adventuring Gear
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Gary Kreeefrog (Chris)
General Training

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*
ancestry feats and abilities
level: 1
traits: Human
special: You can select this feat multiple times, choosing a different feat each time.
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Gary Kreeefrog (Chris)
initiative
perception
11
Gary Kreeefrog (Chris)
initiative
perception
13
Gary Kreeefrog (Chris)
Incredible Initiative

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*
general feats
level: 1
traits: General
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Gary Kreeefrog (Chris)
Incredible Initiative

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*
general feats
level: 1
traits: General
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Gary Kreeefrog (Chris)
Grease

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*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Sven Långkalsång
Adventurer's Pack
stowed item
bulk: L
quantity: 1
price: 15 sp
SUBCATEGORY: Adventuring Gear
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Gary Kreeefrog (Chris)
stowed item
quantity: 1
Sven Långkalsång
Backpack
stowed item
quantity: 1
price: 1 sp
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.

Alyssa Snapdragon
Thieves' Toolkit
stowed item
bulk: L
quantity: 1
price: 3 gp
SUBCATEGORY: Adventuring Gear
HANDS: 1 or 2
HANDS: 1 or 2
You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.
Sven Långkalsång
Backpack
stowed item
quantity: 1
price: 1 sp
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
Eagemus Nosaa
Quick Jump

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*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Eagemus Nosaa
skill
18
Eagemus Nosaa
skill
16
Eagemus Nosaa
Lore
skill
9

any prefernce for clothing for your druid? want some of his old clothes rumpled up or new look to go with his druid lifestyle?
Eagemus Nosaa
initiative
perception
9

Eagemus Nosaa

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*
class feats and abilities
Eagemus Nosaa
Flurry of Blows

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*
class feats and abilities
action: 1-action
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Eagemus Nosaa
unarmed fist
melee strike
Eagemus Nosaa
unarmed fist
melee strike
Eagemus Nosaa
unarmed fist
melee strike
Eagemus Nosaa

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*
class feats and abilities
Eagemus Nosaa

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.png)
*
skill feats
Eagemus Nosaa
initiative
perception
11

Sven Långkalsång
Rage
conditions - Value: 1
Sven Långkalsång
Clumsy
conditions - Value: 1
Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Alyssa Snapdragon
Legal Lore
skill
17
source: Hellspawn lineage
Alyssa Snapdragon
Underworld Lore
skill
20
source: Charlatan
Alexander "Železni" Zelov
will
saving throw
21

Alyssa Snapdragon
Musical Accompaniment

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*
occult cantrip
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
0
Two-hand d12
damage
12
slashing
Critical damage
40
slashing

Alyssa Snapdragon
thievery
skill
8
Gary Kreeefrog (Chris)
Timber

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*
primal cantrip
damage
4
bludgeoning
Critical damage
14
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Gary Kreeefrog (Chris)
Grease

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*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Gary Kreeefrog (Chris)
survival
skill
21

Sven Långkalsång
athletics
skill
17

Alyssa Snapdragon
Underworld Lore
skill
7
source: Charlatan
Alexander "Železni" Zelov
perception
18


Hannah will leave the room to go get dinner
"You need a bath" foreshadowing the sewers already!
Alexander "Železni" Zelov
initiative
perception
23

Sven Långkalsång
initiative
perception
12
Gary Kreeefrog (Chris)
initiative
perception
13

Alyssa Snapdragon
initiative
perception
11
Grindylow
initiative
perception
17
Alexander "Železni" Zelov
intimidation
skill
18
rolling 1d20
()
17
17
rolling 1d4
()
3
3
rolling 1d20
()
9
9
rolling 1d20
()
19
19
rolling 1d4
()
1
1
Gary Kreeefrog (Chris)
Timber

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*
primal cantrip
damage
6
bludgeoning
Critical damage
8
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Goblin Igniter
reflex
saving throw
12
rolling 1d20
()
5
5
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack
21
Agile, finesse, nonlethal, unarmed
damage
6
bludgeoning
Critical damage
12
bludgeoning

Sven Långkalsång
athletics
skill
19
Sven Långkalsång
athletics
skill
28
rolling 1d4+4
()
+43
7
Sven Långkalsång
fortitude
saving throw
24
Alexander "Železni" Zelov
fortitude
saving throw
22

Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
23
damage
7
piercing
Critical damage
22
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
rolling 1d4
()
4
4
Alexander "Železni" Zelov
unarmed fist
melee strike
Alexander "Železni" Zelov
unarmed fist
melee strike
Alexander "Železni" Zelov
athletics
skill
19
rolling 1d20
()
1
1
Gary Kreeefrog (Chris)
athletics
skill
19



Alyssa Snapdragon
Prestidigitation

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
pronounced*

Gary Kreeefrog (Chris)
perception
21

Alyssa Snapdragon
society
skill
13
never let me roll again
Gary Kreeefrog (Chris)
stealth
skill
13
Alexander "Železni" Zelov
stealth
skill
10

Sven Långkalsång
stealth
skill
12
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.

Alyssa Snapdragon
stealth
skill
13
Gary Kreeefrog (Chris)
intimidation
skill
5

Alyssa Snapdragon
Prestidigitation

.png)
.png)
.png)
*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
not cold for mee

Sven Långkalsång
Soap
stowed item
quantity: 1
price: 2 cp
Knight of Anubis
initiative
perception
8
Knight of Anubis
initiative
perception
10

Alyssa Snapdragon
Courageous Anthem

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.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Sling
ranged strike
attack
20
Propulsive
damage
5
bludgeoning
Critical damage
6
bludgeoning
Range: 50 ft.
Hannah D
initiative
perception
11
Gary Kreeefrog (Chris)
Grease

.png)
.png)
.png)
*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
rolling 1d6
()
3
3
Knight of Anubis
reflex
saving throw
23
Knight of Anubis
reflex
saving throw
13

Sven Långkalsång
Titan Mauler

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.png)
.png)
*
class feats and abilities
level: 1
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Hannah D
stealth
skill
14
rolling 1d8
()
3
3
Alexander "Železni" Zelov
Gorilla fist
melee strike
Knight of Anubis
Cold Iron Flail
melee strike

Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
17
damage
10
piercing
Critical damage
18
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Shield

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.png)
.png)
*
arcane cantrip
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Gary Kreeefrog (Chris)
Timber

.png)
.png)
.png)
*
primal cantrip
damage
3
bludgeoning
Critical damage
12
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Knight of Anubis
reflex
saving throw
23
Knight of Anubis
reflex
saving throw
10

Sven Långkalsång
athletics
skill
19
Sven Långkalsång
Bastard Sword 2-handed
melee strike
damage
16
slashing
Critical damage
24
slashing

Alexander "Železni" Zelov
unarmed fist
melee strike
Knight of Anubis
Cold Iron Flail
melee strike

Knight of Anubis
Cold Iron Flail
melee strike

Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
22
damage
10
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Gary Kreeefrog (Chris)
medicine
skill
9
Sven Långkalsång
medicine
skill
5
Hannah D
wisdom
ability
5
rolling 1d20
()
16
16
cold-iron flail
*
Sven Långkalsång
Cold-Iron Mace
stowed item
bulk: 1
quantity: 2
Gary Kreeefrog (Chris)
religion
skill
5
Alexander "Železni" Zelov
arcana
skill
6


s v e n
S V E N
Ermolos - the black dragonborn blacksmith
Fiosa - the dagger halfling
Gary Kreeefrog (Chris)
Animal Empathy (Druid)

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.png)
.png)
*
class feats and abilities
level: 1
traits: Druid
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.

Ermolos accidentally revealing someone can never go home
noice
Sven Långkalsång
perception
8
Larka - a 70yo human lady that knits and doesn't care about you
Mathalen - a 20yo halfling that is severely depressed

Hobbit king

holy shit
Sven Långkalsång
thievery
skill
9

Sclavo - a 30yo human in rags, black hair, piercing green eyes
Tarvi - a young aasimar woman, hard to put an age on her, loves magic tricks

Gary Kreeefrog (Chris)
Natural Medicine

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.png)
.png)
*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Gary Kreeefrog (Chris)
nature
skill
13
+2
Gary Kreeefrog (Chris)
strength
ability
22
Ermolos
Alexander "Železni" Zelov
athletics
skill
26
Sven Långkalsång
athletics
skill
16

cause damn its a bop
Sven Långkalsång
athletics
skill
21

Tarvi: 11
Gary Kreeefrog (Chris)
nature
skill
12
+2

Gary Kreeefrog (Chris)
fortitude
saving throw
24
Alexander "Železni" Zelov
fortitude
saving throw
17
Alexanders dick is so big it get in the way of his pounches
Daddy Ermolos!


Alyssa Snapdragon
stealth
skill
22
Alexander "Železni" Zelov
perception
14
Knight of Anubis
initiative
perception
14
Sven Långkalsång
stealth
skill
11
Gary Kreeefrog (Chris)
stealth
skill
11
Knight of Anubis
initiative
perception
10
Sven Långkalsång
stealth
skill
21
Alexander "Železni" Zelov
perception
20
Sven Långkalsång
initiative
stealth
14
Alexander "Železni" Zelov
initiative
perception
8

Alyssa Snapdragon
perception
24
Alexander "Železni" Zelov
Gorilla fist
melee strike
Sven Långkalsång
athletics
skill
27
Knight of Anubis
Attack of Opportunity
automatic and reactive abilities
action type: Reaction
trigger :: Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action.
This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Knight of Anubis
Flail
melee strike
Sven Långkalsång
unarmed fist
melee strike
damage
7
bludgeoning
Critical damage
16
bludgeoning

.png)
Gary Kreeefrog (Chris)
Timber

.png)
.png)
.png)
*
primal cantrip
damage
7
bludgeoning
Critical damage
12
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Gary Kreeefrog (Chris)
Gouging Claw

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.png)
.png)
*
arcane cantrip
attack
13
damage
6
slashing or piercing
Critical damage
16
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.

Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
17
damage
9
piercing
Critical damage
6
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
stealth
skill
10
Knight of Anubis
athletics
skill
12
Knight of Anubis
athletics
skill
10
Knight of Anubis
athletics
skill
9
Knight of Anubis
Flail
melee strike
Knight of Anubis
Flail
melee strike

Alexander "Železni" Zelov
Gorilla fist
melee strike
Alexander "Železni" Zelov
Gorilla fist
melee strike
Sven Långkalsång
athletics
skill
26
.png)
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
arcane cantrip
attack
6
damage
3
slashing or piercing
Critical damage
12
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Knight of Anubis
Crossbow
ranged strike
Knight of Anubis
Crossbow
ranged strike
Knight of Anubis
Crossbow
ranged strike
Knight of Anubis
Crossbow
ranged strike

Alyssa Snapdragon
Sling
ranged strike
attack
5
Propulsive
damage
6
bludgeoning
Critical damage
12
bludgeoning
Range: 50 ft.
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
7
damage
5
piercing
Critical damage
20
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Knight of Anubis
Flail
melee strike
Knight of Anubis
Flail
melee strike
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
26
damage
6
bludgeoning
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
.png)
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
24
damage
6
slashing or piercing
Critical damage
8
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
26
damage
9
slashing or piercing
Critical damage
12
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Sven Långkalsång
unarmed fist
melee strike
attack #2
20
Agile, finesse, nonlethal, unarmed
damage
5
bludgeoning
Critical damage
16
bludgeoning
rolling 1d20
()
9
9
rolling 1d20
()
13
13
rolling 1d20
()
20
20
Knight of Anubis
Crossbow
ranged strike

Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
15
damage
9
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Sling
ranged strike
attack #2
14
Propulsive
damage
1
bludgeoning
Critical damage
8
bludgeoning
Range: 50 ft.
Alexander "Železni" Zelov
athletics
skill
13
Sven Långkalsång
unarmed fist
melee strike
attack #2
14
Agile, finesse, nonlethal, unarmed
damage
5
bludgeoning
Critical damage
10
bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #3
13
Agile, finesse, nonlethal, unarmed
damage
7
bludgeoning
Critical damage
10
bludgeoning

.png)
Gary Kreeefrog (Chris)
Timber

.png)
.png)
.png)
*
primal cantrip
damage
6
bludgeoning
Critical damage
16
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Knight of Anubis
reflex
saving throw
18
.png)
Gary Kreeefrog (Chris)
Staff
melee strike
attack
22
Monk, two-hand d8
damage
4
bludgeoning
Critical damage
12
bludgeoning
Knight of Anubis
Crossbow
ranged strike
Knight of Anubis
Crossbow
ranged strike
2
Knight of Anubis
Crossbow
ranged strike
Knight of Anubis
Crossbow
ranged strike
Knight of Anubis
Crossbow
ranged strike

Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
27
Critical!
damage
8
piercing
Critical damage
18
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alexander "Železni" Zelov
athletics
skill
22
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Sven Långkalsång
Labor Lore
skill
10

Alyssa Snapdragon
Legal Lore
skill
19
source: Hellspawn lineage
objection

Chorus: Oh no


Sven Långkalsång
perception
8

Alyssa Snapdragon
perception
22

Sven Långkalsång
perception
12
Alexander "Železni" Zelov
perception
7
Gary Kreeefrog (Chris)
perception
24

Alyssa Snapdragon
society
skill
19


Sven Långkalsång
diplomacy
skill
2


Gary Kreeefrog (Chris)
perception
24

Alyssa Snapdragon
deception
skill
23

Gary Kreeefrog (Chris)
thievery
skill
5
Gary Kreeefrog (Chris)
fortitude
saving throw
10
Gary Kreeefrog (Chris)
athletics
skill
3

Gary Kreeefrog (Chris)
diplomacy
skill
8

Alyssa Snapdragon
stealth
skill
15
Alexander "Železni" Zelov
athletics
skill
8
Alexander "Železni" Zelov
athletics
skill
24
Gary Kreeefrog (Chris)
religion
skill
8
Gary Kreeefrog (Chris)
religion
skill
6
:(
Gary Kreeefrog (Chris)
nature
skill
19

raccoon cult
Raccoon Cult
RACCOON CULT
Gary Kreeefrog (Chris)
Small Animals
language
Gary Kreeefrog (Chris)
diplomacy
skill
17

has been led astray

oh no
whaT HAVEYOU DONE TO HERE
THIS POOR WOMAN

raccoon king?

Alexander "Železni" Zelov
fortitude
saving throw
24

Alyssa Snapdragon
fortitude
saving throw
22

Sven Långkalsång
fortitude
saving throw
25
Gary Kreeefrog (Chris)
fortitude
saving throw
26
wow
Gary Kreeefrog (Chris)
Herbalism
skill
17

8 points of healing
Sven Långkalsång
Compass
stowed item
quantity: 1
price: 1 gp
A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).
I follow my STEADY ARROW
Alyssa Snapdragon
Prestidigitation

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Sven Långkalsång
Kite
stowed item
quantity: 1
price: 4 cp
This colorful canvas kite is controlled by twine and flies when it catches the wind.
Sven Långkalsång
Ladder (10 ft)
stowed item
bulk: 3
quantity: 1
price: 3 cp
Sven Långkalsång
Chair
stowed item
bulk: 2
quantity: 1
price: 5 cp
Alexander "Železni" Zelov
survival
skill
17
Sven Långkalsång
Grappling Hook
stowed item
bulk: L
quantity: 2
price: 1 sp
Sven Långkalsång
Rope (50 ft)
stowed item
bulk: L
quantity: 3
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
Sven Långkalsång
Piton
stowed item
quantity: 3
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Sven Långkalsång
athletics
skill
13
Sven Långkalsång
Frying Pan
stowed item
bulk: L
quantity: 1
price: 1 sp
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Sven Långkalsång
Ball
stowed item
bulk: L
quantity: 1
Hard-hide balls.
Sven Långkalsång
fortitude
saving throw
18
Alexander "Železni" Zelov
fortitude
saving throw
8
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Gary Kreeefrog (Chris)
medicine
skill
17
Alyssa Snapdragon
Alarm

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*
arcane spell level 1
action: other
cast: 10 minutes
traits: concentrate, manipulate
Range: touch
area: 20-foot burst
DURATION: 8 hours
heightened effects: Heightened (3rd) You can specify a trigger for which types of creatures sound the alarm spell, as described in Setting Triggers.
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.
Sven Långkalsång
Mug
stowed item
quantity: 1
price: 1 cp
Gary Kreeefrog (Chris)
perception
15
Sven Långkalsång
perception
23
Alexander "Železni" Zelov
perception
19
Alyssa Snapdragon
perception
11
Sven Långkalsång
nature
skill
11
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
28
damage
7
bludgeoning
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gary Kreeefrog (Chris)
Timber

.png)
.png)
.png)
*
primal cantrip
damage
4
bludgeoning
Critical damage
10
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
rolling 1d20
()
4
4
rolling 1d20
()
16
16
rolling 1d20
()
4
4
Alyssa Snapdragon
Needle Darts

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.png)
.png)
*
occult cantrip
attack
17
damage
7
piercing
Critical damage
22
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
rolling 1d20
()
19
19
10
rolling 1d20
()
9
9
rolling 1d20
()
14
14
I'm so sorry Chris
Sven Långkalsång
nature
skill
9
Alexander "Železni" Zelov
athletics
skill
9
Alexander "Železni" Zelov
athletics
skill
20
(To GM)rolling 1d20
()
20
20
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
rolling 1d20
()
3
3
rolling 1d20
()
9
9
rolling 1d20
()
1
1
rolling 1d20
()
15
15
4
rolling 1d20
()
18
18
rolling 1d20
()
18
18
5
Sven Långkalsång
athletics
skill
11
Sven Långkalsång
athletics
skill
17
Sven Långkalsång
athletics
skill
13
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
10
damage
8
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
21
damage
9
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gary Kreeefrog (Chris)
Heal

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.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
3
3
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
20
damage
6
piercing
Critical damage
20
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
medicine
skill
17
Alexander "Železni" Zelov
athletics
skill
26
Sven Långkalsång
fortitude
saving throw
20
rolling 2d8
(+)
3
8
11
Alexander "Železni" Zelov
survival
skill
23
Alyssa Snapdragon
society
skill
13
Just a note
Alyssa Snapdragon
Illusory Disguise

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*
arcane spell level 1
action: 2-action
traits: concentrate, illusion, manipulate, visual
Range: 30 feet
TARGET: 1 willing creature
area: 1 hour
heightened effects: Heightened (3rd) The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Sven Långkalsång
nature
skill
17
Sven Långkalsång
Frying Pan
stowed item
bulk: L
quantity: 1
price: 1 sp
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Alyssa Snapdragon
deception
skill
24
Alexander "Železni" Zelov
deception
skill
12
Alyssa Snapdragon
deception
skill
24
Alyssa Snapdragon
perception
18
Gary Kreeefrog (Chris)
stealth
skill
10
Alexander "Železni" Zelov
stealth
skill
25
Gary Kreeefrog (Chris)
perception
24
Sven Långkalsång
stealth
skill
18
Alexander "Železni" Zelov
perception
16
Sven Långkalsång
initiative
perception
22
Gary Kreeefrog (Chris)
athletics
skill
3
Gary Kreeefrog (Chris)
athletics
skill
20
Alexander "Železni" Zelov
athletics
skill
11
Alexander "Železni" Zelov
athletics
skill
26
Gnoll Cultist
dexterity
ability
7
Alexander "Železni" Zelov
intimidation
skill
14
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
15
damage
7
piercing
Critical damage
16
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
24
damage
10
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gnoll Cultist
Spiritual Weapon (Legacy)

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*
spell level
action: 1-action
Gnoll Cultist
Spiritual Falchion
melee strike
Gnoll Cultist
Spiritual Falchion
melee strike
Critical damage
0
Sven Långkalsång
athletics
skill
12
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
12
damage
8
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Gnoll Hunter
Battle Axe
melee strike
attack
18
Sweep
damage
10
Slashing
additional damage
1d4
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
attack
28
Sweep
Critical!
damage
4
Slashing
additional damage
1d4
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
attack #2
23
Sweep
Critical!
damage
8
Slashing
additional damage
1d4
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
Critical damage
14
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
Critical damage
6
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gary Kreeefrog (Chris)
Gouging Claw

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.png)
.png)
*
primal cantrip
attack
10
damage
7
slashing or piercing
Critical damage
20
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
24
damage
2
slashing or piercing
Critical damage
12
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Alexander "Železni" Zelov
athletics
skill
12
Alexander "Železni" Zelov
athletics
skill
19
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
25
damage
6
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
acrobatics
skill
8
The deadly anger, the silent one
Like a fart
Gnoll Cultist
Spiritual Falchion
melee strike
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
17
damage
8
piercing
Critical damage
16
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
theme music was not a wise choice for a spell apparently
Gary Kreeefrog (Chris)
Heal

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.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
7
7
Alexander "Železni" Zelov
athletics
skill
8
Alexander "Železni" Zelov
athletics
skill
19
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #3
9
Agile, finesse, nonlethal, unarmed
damage
5
bludgeoning
Critical damage
16
bludgeoning
Sven Långkalsång
acrobatics
skill
20
Gnoll Cultist
Spiritual Falchion
melee strike
Gnoll Cultist
Harm

.png)
.png)
.png)
*
divine spell level 1
damage
4
void
action: 1 to 3 actions
traits: manipulate, void
Range: varies
TARGET: 1 living creature or 1 willing undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
basic saving throw fortitude DC
18
Sven Långkalsång
fortitude
saving throw
27
Alexander "Železni" Zelov
fortitude
saving throw
11
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
22
damage
4
piercing
Critical damage
10
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
btw
This combat
Gary Kreeefrog (Chris)
acrobatics
skill
11
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
13
damage
9
slashing or piercing
Critical damage
16
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
21
damage
9
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gary Kreeefrog (Chris)
Heal

.png)
.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
6
6
Alexander "Železni" Zelov
religion
skill
21
Gnoll Cultist
Items
item
Falchion, Hide armor, Wooden religious symbol of Chernobog, Potion of Healing (Minor)
Gnoll Hunter
Items
item
Battle axe, leather armour, shortbow (20 arrows), 1 minor healing potion, Cheetah's elixir (lesser)
Sven Långkalsång
will
saving throw
25
Alexander "Železni" Zelov
survival
skill
11
is tess dead on a pike? please let him be dead
Gary Kreeefrog (Chris)
Grease

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.png)
.png)
*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
rolling 1d20
()
18
18
I'll return the horses while he's bitching and moaning
Alexander "Železni" Zelov
intimidation
skill
21
Alexander "Železni" Zelov
perception
12

Alexander "Železni" Zelov

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.png)
.png)
*
skill feats
Alexander "Železni" Zelov

.png)
.png)
.png)
*
skill feats
Alexander "Železni" Zelov

.png)
.png)
.png)
*
class feats and abilities
Alexander "Železni" Zelov
Stunning Fist

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.png)
.png)
*
class feats and abilities
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Sven Långkalsång
Titan Mauler

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.png)
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*
class feats and abilities
level: 1
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Alyssa Snapdragon
Intimidating Glare

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.png)
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*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Sven Långkalsång
Hyena Ears
stowed item
quantity: 12
Alexander "Železni" Zelov
performance
skill
2
Alexander "Železni" Zelov
performance
skill
16
Sven Långkalsång
Kite
stowed item
quantity: 1
price: 4 cp
This colorful canvas kite is controlled by twine and flies when it catches the wind.
Sven Långkalsång
Chalk
stowed item
quantity: 10
price: 1 cp
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
charisma
ability
12
Sven Långkalsång
performance
skill
12
huh
Sven Långkalsång
Wooden religious symbol of Chernobog
stowed item
quantity: 1
Cus we gonna have to rebuild
Alyssa Snapdragon
performance
skill
26
Gary Kreeefrog (Chris)
diplomacy
skill
8
rolling 1d12
()
2
2
Alexander "Železni" Zelov
worn item
quantity: 1
rolling 1d20
()
16
16
Gary Kreeefrog (Chris)
Grease

.png)
.png)
.png)
*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Alexander "Železni" Zelov
reflex
saving throw
24
from the "special" area
Altho he is now oily doing pushups on the floor
A nice sheen
Sven Långkalsång
Ball
stowed item
bulk: L
quantity: 1
Hard-hide balls.
Alyssa Snapdragon
perception
9
Gary Kreeefrog (Chris)
perception
21
Alexander "Železni" Zelov
perception
12
Sven Långkalsång
perception
16
Sven Långkalsång
Ball
stowed item
bulk: L
quantity: 1
Hard-hide balls.
Sven Långkalsång
athletics
skill
12
Sven Långkalsång
perception
8
12
Sven Långkalsång
will
saving throw
25
Gary Kreeefrog (Chris)
medicine
skill
27
rolling 4d8
(+++)
2
3
7
5
17
rolling 1d100
()
66
66
oh
ohhhhhhhhhhh no
rip
rolling 1d12
()
8
8
rolling 1d12
()
9
9
rolling d20
()
14
14
Alyssa Snapdragon
initiative
deception
27
Alexander "Železni" Zelov
stealth
skill
9
Alexander "Železni" Zelov
initiative
perception
25
Alexander "Železni" Zelov
initiative
stealth
26
Gary Kreeefrog (Chris)
initiative
deception
12
Sven Långkalsång
initiative
stealth
6
BoA Bandit
initiative
perception
14
BoA Raid Leader
initiative
stealth
15
Alyssa Snapdragon
Intimidating Glare

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.png)
.png)
*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Alyssa Snapdragon
intimidation
skill
22
Alyssa Snapdragon
Void Warp

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.png)
.png)
*
arcane cantrip
damage
5
void
Critical damage
8
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC14
BoA Bandit
fortitude
saving throw
25
Sven Långkalsång
Bashing Charge

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*
class feats and abilities
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Alexander "Železni" Zelov
thievery
skill
15
Alexander "Železni" Zelov
Stunning Fist

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*
class feats and abilities
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
21
damage
7
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
21
damage
5
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
BoA Bandit
fortitude
saving throw
20
BoA Raid Leader
Alchemist's fire
ranged strike
attack
25
Alchemical Bomb, Consumable, Fire, Splash
damage
2
fire
additional damage
1 persistent fire, 1 slash fire damage
Range: 10ft.
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
BoA Raid Leader
stealth
skill
12
BoA Bandit
Sickle
melee strike
attack
11
Agile, finesse, trip
damage
2
slashing
Critical damage
4
BoA Bandit
Sickle
melee strike
attack
16
Agile, finesse, trip
damage
4
slashing
Critical damage
8
BoA Bandit
Sickle
melee strike
attack #2
16
Agile, finesse, trip
damage
2
slashing
Critical damage
4
BoA Bandit
Sickle
melee strike
attack #2
20
Agile, finesse, trip
damage
3
slashing
Critical damage
2
BoA Bandit
Sickle
melee strike
attack
24
Agile, finesse, trip
damage
2
slashing
Critical damage
8
BoA Bandit
Sickle
melee strike
attack #2
21
Agile, finesse, trip
damage
1
slashing
Critical damage
4
BoA Bandit
Sickle
melee strike
attack
17
Agile, finesse, trip
damage
2
slashing
Critical damage
4
Gary Kreeefrog (Chris)
Animal Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Toss me !
rolling 1d20
()
9
9
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
11
damage
7
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
18
damage
7
piercing
Critical damage
12
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
intimidation
skill
13
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
15
damage
9
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
16
damage
7
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
There you go Will
Alexander "Železni" Zelov
athletics
skill
8
BoA Raid Leader
Alchemist's fire
ranged strike
attack
13
Alchemical Bomb, Consumable, Fire, Splash
damage
2
fire
additional damage
1 persistent fire, 1 slash fire damage
Range: 10ft.
BoA Bandit
Sickle
melee strike
attack
27
Agile, finesse, trip
Critical!
damage
1
slashing
Critical damage
8
BoA Bandit
Sickle
melee strike
attack
26
Agile, finesse, trip
damage
1
slashing
Critical damage
2
BoA Bandit
Sickle
melee strike
attack #2
13
Agile, finesse, trip
damage
4
slashing
Critical damage
6
BoA Bandit
Sickle
melee strike
attack #2
14
Agile, finesse, trip
damage
2
slashing
Critical damage
4
BoA Bandit
athletics
skill
13
BoA Bandit
Sickle
melee strike
attack
25
Agile, finesse, trip
damage
1
slashing
Critical damage
8
BoA Bandit
Sickle
melee strike
attack
8
Agile, finesse, trip
damage
2
slashing
Critical damage
4
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
29
Critical!
damage
9
Critical damage
26
rolling 1d20
()
17
17
BoA Bandit
reflex
saving throw
16
Alyssa Snapdragon
Daze

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*
occult cantrip
damage
3
mental
Critical damage
12
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
BoA Bandit
will
saving throw
5
Sven Långkalsång
will
saving throw
14
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
22
damage
5
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
21
damage
8
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
6
damage
8
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
BoA Bandit
acrobatics
skill
24
BoA Bandit
Sickle
melee strike
attack
12
Agile, finesse, trip
damage
1
slashing
Critical damage
8
BoA Bandit
Sickle
melee strike
attack #2
11
Agile, finesse, trip
damage
3
slashing
Critical damage
8
BoA Bandit
Sickle
melee strike
attack
20
Agile, finesse, trip
damage
3
slashing
Critical damage
2
BoA Bandit
Sickle
melee strike
attack #2
11
Agile, finesse, trip
damage
2
slashing
Critical damage
2
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
16
damage
8
Critical damage
16
Gary Kreeefrog (Chris)
thievery
skill
7
Sven Långkalsång
perception
10
Sven Långkalsång
Waterskin
stowed item
bulk: L
quantity: 1
price: 5 cp
When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.
Sven Långkalsång
thievery
skill
10
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
rolling 1d20
()
4
4
Alyssa Snapdragon
thievery
skill
20
Alyssa Snapdragon
Eat Fire

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*
occult cantrip
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
15
damage
8
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
intimidation
skill
17
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
16
damage
7
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
21
Critical!
damage
5
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
6
rolling 1d20
()
11
11
rolling 1d20
()
18
18
rolling 1d20
()
18
18
brb 1 sec
Sven Långkalsång
athletics
skill
22
Sven Långkalsång
athletics
skill
16
Sven Långkalsång
athletics
skill
19
Alyssa Snapdragon
reflex
saving throw
20
Alyssa Snapdragon
acrobatics
skill
7
Alyssa Snapdragon
acrobatics
skill
7
Alexander "Železni" Zelov
athletics
skill
12
Alexander "Železni" Zelov
perception
9
Gary Kreeefrog (Chris)
thievery
skill
16
Gary Kreeefrog (Chris)
perception
28
DuCaine fire extinguisher ?
Sven Långkalsång
Bashing Charge

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*
class feats and abilities
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
15
Alyssa Snapdragon
reflex
saving throw
18
Alyssa Snapdragon
Eat Fire

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.png)
*
occult cantrip
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Alyssa Snapdragon
thievery
skill
21
Gary Kreeefrog (Chris)
survival
skill
15
Gary Kreeefrog (Chris)
survival
skill
9
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Sven Långkalsång
thievery
skill
5
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
athletics
skill
23
Alyssa Snapdragon
perception
13
Alyssa Snapdragon
diplomacy
skill
19
Funny think I've read Peterson haha
Shadow Beast
Jaws
melee strike
Gary Kreeefrog (Chris)
Animal Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Not a crit!
Shadow Beast
stealth
skill
15
Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands.
Racoon calrification
clarification*
Gary Kreeefrog (Chris)
performance
skill
19
Shadow Beast
Jaws
melee strike
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
12
damage
10
Critical damage
30
Sven Långkalsång
athletics
skill
22
rolling 1d20
()
5
5
Alyssa Snapdragon
Soothe

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*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 5 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Alexander "Železni" Zelov
athletics
skill
23
Shadow Beast
athletics
skill
13
Shadow Beast
Jaws
melee strike
Shadow Beast
Shadow Assault
offensive or proactive abilities
A creature bitten by a shadow beast must suceed on a DC 18 Will saving throw or become infested with darkened thoughts.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Alexander "Železni" Zelov
will
saving throw
19
Alexander "Železni" Zelov
Sickened
conditions - Value: 1
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
Shadow Beast
athletics
skill
21
Gary Kreeefrog (Chris)
nature
skill
12
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack
19
Agile, finesse, nonlethal, unarmed
damage
4
bludgeoning
Critical damage
6
bludgeoning
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
14
damage
10
Critical damage
14
Sven Långkalsång
Bastard Sword
melee strike
Alyssa Snapdragon
Bardic Lore

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*
class feats and abilities
level: 1st
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
Bardic Lore
skill
14
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
Daze

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*
occult cantrip
damage
6
mental
Critical damage
2
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
Shadow Beast
will
saving throw
15
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
18
damage
6
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
12
damage
7
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Shadow Beast
fortitude
saving throw
23
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
2
damage
11
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Shadow Beast
Jaws
melee strike
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack
26
Agile, finesse, nonlethal, unarmed
Critical!
damage
5
bludgeoning
Critical damage
6
bludgeoning
Sven Långkalsång
Healing Potion
stowed item
bulk: L
quantity: 1
Sorry
Sven Långkalsång
athletics
skill
10
Sven Långkalsång
Throw shit
ranged strike
damage
11
Critical damage
22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Alexander "Železni" Zelov
Quick Jump

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*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Alexander "Železni" Zelov
athletics
skill
13
Alexander "Železni" Zelov
athletics
skill
16
We're sooo bad at this
Shadow Beast
stealth
skill
24
Shadow Beast
Jaws
melee strike
Shadow Beast
Jaws
melee strike
Critical damage
10
Shadow Assault
DARKNESS HASE TAKEN ME ONCE MORE
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack
22
Agile, finesse, nonlethal, unarmed
damage
5
bludgeoning
Critical damage
10
bludgeoning
Shut up!
do y o u ?
Take punches mostly
Alyssa Snapdragon
Soothe

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*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 14 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Alexander "Železni" Zelov
athletics
skill
18
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
17
damage
12
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
16
Shadow Beast
Jaws
melee strike
...
and save alexander
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack
19
Agile, finesse, nonlethal, unarmed
damage
3
bludgeoning
Critical damage
8
bludgeoning
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack #2
16
Agile, finesse, nonlethal, unarmed
damage
6
bludgeoning
Critical damage
6
bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #2
24
Agile, finesse, nonlethal, unarmed
Critical!
damage
6
bludgeoning
Critical damage
10
bludgeoning
BoA Raid Leader
Items
item
Sickle, studded leather armor
BoA Raid Leader
Wand of Burning Hands
item
BoA Raid Leader
Alchemist's Fire x12
item
x10
Sven Långkalsång
perception
24
Sven Långkalsång
deception
skill
15
Gary Kreeefrog (Chris)
perception
26
Sven Långkalsång
Encumbered
conditions
You are carrying more weight than you can manage. While you’re encumbered, you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet.
Sven Långkalsång
Mug
stowed item
quantity: 1
price: 1 cp
brb
Alyssa Snapdragon
deception
skill
21
Sven Långkalsång
performance
skill
8
No prisoner of war rules here baby
400m east of the western edge of the city
Alexander "Železni" Zelov
diplomacy
skill
17
you gonna give him your mark?
You gonna Zorro this bitch?
and this is okay?
... WHAT IS THIS
Alyssa did not sign up to be justice
Gary Kreeefrog (Chris)
medicine
skill
9
Gary Kreeefrog (Chris)
medicine
skill
18
Sven Långkalsång
fortitude
saving throw
20
Gary Kreeefrog (Chris)
will
saving throw
12
Sven Långkalsång
medicine
skill
18
Alexander "Železni" Zelov
diplomacy
skill
10
Alexander "Železni" Zelov
fortitude
saving throw
19
Gary Kreeefrog (Chris)
survival
skill
22
Alyssa Snapdragon
deception
skill
13
Alyssa Snapdragon
deception
skill
16
Alyssa Snapdragon
society
skill
9
Alyssa Snapdragon
society
skill
10
Gary Kreeefrog (Chris)
perception
14
Alyssa Snapdragon
society
skill
17
Alyssa Snapdragon
perception
23
Sven Långkalsång
perception
24
Gary Kreeefrog (Chris)
stealth
skill
9
Gary Kreeefrog (Chris)
Grease

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*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Alyssa Snapdragon
athletics
skill
3
Alexander "Železni" Zelov
athletics
skill
9
Gary Kreeefrog (Chris)
athletics
skill
14
rolling 1d20
()
12
12
Alexander "Železni" Zelov
stowed item
quantity: 1
price: 1 gp
Alyssa Snapdragon
perception
20
Sven Långkalsång
perception
27
Alexander "Železni" Zelov
perception
25
Alexander "Železni" Zelov
stealth
skill
19
Gary Kreeefrog (Chris)
stealth
skill
16
kill him
Insults Alyssa - to the book of grudges you go
Alyssa Snapdragon
deception
skill
20
Alyssa Snapdragon
Charming Liar

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.png)
*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Deception
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
Gary Kreeefrog (Chris)
initiative
perception
13
Gary Kreeefrog (Chris)
Grease

.png)
.png)
.png)
*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Alyssa Snapdragon
initiative
perception
11
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Alexander "Železni" Zelov
athletics
skill
20
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Sven Långkalsång
perception
15
BoA Bandit Archer
initiative
perception
6
BoA Bandit
initiative
perception
9
Sven Långkalsång
athletics
skill
15
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
22
damage
7
piercing
Critical damage
16
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
BoA Bandit
dexterity
ability
8
BoA Bandit
dexterity
ability
18
BoA Bandit
dexterity
ability
18
rolling 1d8
()
4
4
Hannah D
initiative
perception
17
Alyssa Snapdragon
Courageous Anthem

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.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Void Warp

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.png)
.png)
*
occult cantrip
damage
5
void
Critical damage
8
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
BoA Bandit
fortitude
saving throw
6
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
23
damage
9
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
26
Critical!
damage
9
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Hannah D
Dagger
melee strike
attack
12
finesse, thrown 10ft., versatile S
damage
8
Piercing
Critical damage
16
additional damage
4 sneak attack
Hannah D
Dagger
melee strike
attack #2
25
finesse, thrown 10ft., versatile S
Critical!
damage
8
Piercing
Critical damage
10
additional damage
3 sneak attack
Hannah D
Dagger
melee strike
attack #3
11
finesse, thrown 10ft., versatile S
damage
8
Piercing
Critical damage
16
additional damage
5 sneak attack
rolling 1d20
()
16
16
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (7)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (7)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Gary Kreeefrog (Chris)
Animal Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Sven Långkalsång
athletics
skill
15
rolling 1d8
()
8
8
Sven Långkalsång
athletics
skill
9
BoA Bandit
Sickle
melee strike
attack
18
Agile, finesse, trip
damage
1
slashing
Critical damage
2
BoA Bandit
Coordinated attack
automatic and reactive abilities
trigger :: An ally flanking an enemy
A bastard of Avernus gets a +3 bonus to flanking instead of 2.
BoA Bandit
Sickle
melee strike
attack
26
Agile, finesse, trip
damage
2
slashing
Critical damage
6
BoA Bandit
Sickle
melee strike
attack
11
Agile, finesse, trip
damage
3
slashing
Critical damage
4
BoA Bandit
Sickle
melee strike
attack
20
Agile, finesse, trip
damage
2
slashing
Critical damage
2
BoA Bandit Archer
stealth
skill
28
BoA Bandit Archer
Shortbow
ranged strike
attack
26
Deadly d10
damage
4
Piercing
Critical damage
6
additional damage
5 sneak attack
Range: 60ft.
Bandit archer deals an additional 1d10 piercing damage on a critical hit (deadly trait on shortbow)..
BoA Bandit Archer
Shortbow
ranged strike
attack #2
4
Deadly d10
damage
6
Piercing
Critical damage
2
additional damage
6 sneak attack
Range: 60ft.
Bandit archer deals an additional 1d10 piercing damage on a critical hit (deadly trait on shortbow)..
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Void Warp

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.png)
.png)
*
occult cantrip
damage
7
void
Critical damage
8
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
BoA Bandit
fortitude
saving throw
25
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
17
damage
10
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
19
damage
6
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Hannah D
Dagger
melee strike
attack
19
finesse, thrown 10ft., versatile S
damage
5
Piercing
Critical damage
16
additional damage
6 sneak attack
Hannah D
Dagger
melee strike
attack #2
23
finesse, thrown 10ft., versatile S
damage
5
Piercing
Critical damage
14
additional damage
4 sneak attack
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
13
damage
8
Critical damage
14
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
18
damage
9
Critical damage
24
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
5
damage
12
Critical damage
14
Sven Långkalsång
diplomacy
skill
19
BoA Bandit Archer
stealth
skill
17
BoA Bandit Archer
Sickle
melee strike
attack
12
Agile, finesse, trip
damage
6
slashing
Critical damage
14
Alyssa Snapdragon
Courageous Anthem

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.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alexander "Železni" Zelov
athletics
skill
18
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
21
damage
5
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
3
damage
11
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
19
damage
9
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
20
damage
10
Critical damage
20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
16
damage
6
Critical damage
28
Sven Långkalsång
athletics
skill
13
BoA Bandit Archer
acrobatics
skill
12
BoA Bandit Archer
acrobatics
skill
20
Alexander "Železni" Zelov
thievery
skill
5
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Sven Långkalsång
Piton
stowed item
quantity: 3
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Torch
stowed item
bulk: L
quantity: 5
price: 1 cp
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
Sven Långkalsång
Labor Lore
skill
10
Alexander "Železni" Zelov
religion
skill
14
Alyssa Snapdragon
Bardic Lore
skill
27
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Sven Långkalsång
athletics
skill
23
rolling 1d8
()
6
6
11gp, 540sp
cold iron sickle
BoA Bandit Archer
Items
item
Cold iron sickle, ironhide studded leather armor, shortbow, x20 cold iron arrows
Alyssa Snapdragon
diplomacy
skill
27
Gary Kreeefrog (Chris)
medicine
skill
19
Alexander "Železni" Zelov
diplomacy
skill
7
Alexander "Železni" Zelov
perception
12
Alyssa Snapdragon
deception
skill
14
300xp
Gary Kreeefrog (Chris)
medicine
skill
14
rolling 2d8
(+)
4
6
10
Sven Långkalsång
Chalk
stowed item
quantity: 10
price: 1 cp
Sven Långkalsång
Chair
stowed item
bulk: 2
quantity: 1
price: 5 cp
Sven Långkalsång
Piton
stowed item
quantity: 3
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
Alyssa Snapdragon
Writing Set
stowed item
bulk: L
quantity: 1
price: 1 gp
SUBCATEGORY: Adventuring Gear
HANDS: 2
HANDS: 2
A writing set includes a variety of paper and parchment, an inkpen or a quill with ink, sealing wax, and a simple seal. You can refill your kit with extra ink and paper.
Alexander "Železni" Zelov
athletics
skill
18
Alexander "Železni" Zelov
acrobatics
skill
20
Sven Långkalsång
Mug
stowed item
quantity: 1
price: 1 cp
Alexander "Železni" Zelov
athletics
skill
14
Alexander "Železni" Zelov
athletics
skill
25
Alyssa Snapdragon
Needle Darts

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.png)
.png)
*
occult cantrip
attack
27
damage
6
piercing
Critical damage
22
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alexander "Železni" Zelov
athletics
skill
7
Alexander "Železni" Zelov
athletics
skill
10
Gary Kreeefrog (Chris)
crafting
skill
6
shit drawing
Alexander "Železni" Zelov
stealth
skill
27
Gary Kreeefrog (Chris)
stealth
skill
9
Alyssa Snapdragon
perception
22
Alyssa Snapdragon
nature
skill
18
x10 healing potion
x5 alchemist's fire
Alyssa Snapdragon
stealth
skill
12
Note always take a safety rope
Gary Kreeefrog (Chris)
Untamed Form

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*
focus spell level 1
action: 2-action
traits: uncommon, concentrate, druid, focus, manipulate, polymorph
DURATION: varies
heightened effects: Heightened (2nd) You can transform into shapes listed in animal form.
You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell.
When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form’s rank.Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form’s default attack modifier, you gain a +2 status bonus to your attack rolls.
From: Untamed Form
When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form’s rank.Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form’s default attack modifier, you gain a +2 status bonus to your attack rolls.
From: Untamed Form
Alexander "Železni" Zelov
athletics
skill
25
Alexander "Železni" Zelov
perception
15
Alyssa Snapdragon
initiative
perception
14
Gary Kreeefrog (Chris)
initiative
perception
14
Sven Långkalsång
initiative
perception
13
Barbara, the Mistress
initiative
stealth
24
Barbara, the Mistress
Ray of Enfeeblement (Legacy)

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.png)
.png)
*
spell level 1
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Gary Kreeefrog (Chris)
fortitude
saving throw
26
Barbara, the Mistress
Phantom Pain

.png)
.png)
.png)
*
occult spell level 2
damage
6
mental
Critical damage
8
mental
additional damage
3 persistent mental
action: 2-action
traits: concentrate, illusion, manipulate, mental, nonlethal
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage with a Will save.
saving throw will DC
20
critical success: The target is unaffected.
success: The target takes full initial damage but no persistent damage, and the spell ends immediately.
failure: The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
critical failure: As failure, but the target is sickened 2.
Gary Kreeefrog (Chris)
will
saving throw
14
Alexander "Železni" Zelov
dexterity
ability
16
Alyssa Snapdragon
Alchemist's Fire
stowed item
bulk: L
quantity: 2
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (4)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (4)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Gary Kreeefrog (Chris)
Enfeebled
conditions - Value: 1
You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Gary Kreeefrog (Chris)
Sickened
conditions - Value: 1
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
Gary Kreeefrog (Chris)
Animal Form

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.png)
*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Gary Kreeefrog (Chris)
Grease

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*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
rolling 1d8
()
4
4
Barbara, the Mistress
reflex
saving throw
26
+2 status bonus to all saves vs. disease and poison
Hannah D
initiative
perception
27
rolling 1d20
()
8
8
Alyssa Snapdragon
Daze

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.png)
.png)
*
occult cantrip
damage
4
mental
Critical damage
10
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
Barbara, the Mistress
will
saving throw
27
+2 status bonus to all saves vs. disease and poison
Hannah D
Shortbow
ranged strike
attack
21
damage
5
Critical damage
2
Barbara, the Mistress
Ray of Enfeeblement (Legacy)

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.png)
*
spell level 1
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Alexander "Železni" Zelov
fortitude
saving throw
14
Barbara, the Mistress
Telekinetic Projectile

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.png)
*
arcane cantrip
attack
15
damage
3
see text
Critical damage
16
see text
action: 2-action
traits: attack, cantrip, concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6.
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target’s AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
critical success: You deal double damage.
success: You deal full damage.
Gary Kreeefrog (Chris)
fortitude
saving throw
22
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
rolling 1d20
()
18
18
Gary Kreeefrog (Chris)
Animal Form

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.png)
.png)
*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Alyssa Snapdragon
Void Warp

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*
occult cantrip
damage
5
void
Critical damage
4
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Barbara, the Mistress
fortitude
saving throw
18
+2 status bonus to all saves vs. disease and poison
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Hannah D
acrobatics
skill
29
Barbara, the Mistress
Phantom Pain

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*
occult spell level 2
damage
7
mental
Critical damage
10
mental
additional damage
1 persistent mental
action: 2-action
traits: concentrate, illusion, manipulate, mental, nonlethal
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage with a Will save.
saving throw will DC
20
critical success: The target is unaffected.
success: The target takes full initial damage but no persistent damage, and the spell ends immediately.
failure: The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
critical failure: As failure, but the target is sickened 2.
Hannah D
will
saving throw
22
Alexander "Železni" Zelov
unarmed fist
melee strike
attack
10
Agile, finesse, nonlethal, unarmed
damage
6
bludgeoning
Critical damage
12
bludgeoning
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2
14
Agile, finesse, nonlethal, unarmed
damage
4
bludgeoning
Critical damage
14
bludgeoning
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
()
5
5
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
18
damage
7
Critical damage
14
Sven Långkalsång
Grappling Hook
stowed item
bulk: L
quantity: 2
price: 1 sp
Sven Långkalsång
athletics
skill
20
Alyssa Snapdragon
acrobatics
skill
12
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Hannah D
stealth
skill
21
Hannah D
Shortbow
ranged strike
attack
24
damage
3
Critical damage
12
3
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack
15
Agile, Finesse, Trip
damage
7
Slashing
Critical damage
22
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack #2
11
Agile, Finesse, Trip
damage
14
Slashing
Critical damage
16
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
LEARN HOW TO SWING YOU DUMB BITCH
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
27
damage
6
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Barbara, the Mistress
> Backup call
automatic and reactive abilities
action type: Free Action
trigger :: The Mistress drops to 50 hit points.
The Mistress' automatic defense kicks in, summoning an imp from the summoning circle provided that the circle is intact.
Barbara, the Mistress
fortitude
saving throw
24
+2 status bonus to all saves vs. disease and poison
Imp
perception
17
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
8
damage
9
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
()
3
3
Imp
Singer
melee strike
attack
24
Agile, evil, finesse, magical
damage
1
piercing
additional damage
4 evil
Imp Venom, Fortitude save DC 16
Alyssa Snapdragon
fortitude
saving throw
12
Imp
Imp Venom
item
Maximum duration: 6 rounds
Stage 1: 1d6 poison damage and clumsy 1 (1 round).
Stage 2: 1d6 poison damage, clumsy 1, and slowed 1 (1 round)
Stage 1: 1d6 poison damage and clumsy 1 (1 round).
Stage 2: 1d6 poison damage, clumsy 1, and slowed 1 (1 round)
4
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
29
Critical!
damage
11
Critical damage
30
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
23
damage
7
Critical damage
20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
10
damage
3
Critical damage
22
Barbara, the Mistress
Final Stand
automatic and reactive abilities
action type: Free Action
source : Anubis
traits: Fire
trigger :: The Mistress falls to 30 hit points
The Mistress summons the strength of the fiery depths of Avernus. She gains additional 2 actions: the first two, she can use immediately, and can use them again at the end of any enemy's turn, her weapon attacks deal an additional 1d6 points of fire damage, and she takes 1d6 fire damage per turn for 1 minute.
The 2 additional actions replenish at the start of the Mistress' turn.
The 2 additional actions replenish at the start of the Mistress' turn.
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
19
Agile, Finesse, Trip
damage
9
Slashing
Critical damage
20
additional damage
4 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Barbara, the Mistress
Ray of Enfeeblement (Legacy)

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*
spell level 1
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Gary Kreeefrog (Chris)
fortitude
saving throw
24
The fire dies out
Alyssa Snapdragon
Daze

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.png)
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*
occult cantrip
damage
2
mental
Critical damage
2
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
Imp
will
saving throw
15
Alyssa Snapdragon
Courageous Anthem

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
fortitude
saving throw
23
Hannah D
stealth
skill
20
Hannah D
Shortbow
ranged strike
attack
16
damage
5
Critical damage
6
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
21
Agile, Finesse, Trip
damage
9
Slashing
Critical damage
30
additional damage
4 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Barbara, the Mistress
Mirror Image (Legacy)

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.png)
*
spell level 2
action: 1-action
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack #2
27
Agile, Finesse, Trip
Critical!
damage
11
Slashing
Critical damage
26
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
3
1
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
25
damage
11
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d4
()
3
3
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
9
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d8
()
8
8
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
5
damage
11
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
()
2
2
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
15
Agile, Finesse, Trip
damage
11
Slashing
Critical damage
16
additional damage
3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Gary Kreeefrog (Chris)
Animal Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack #2
10
Agile, Finesse, Trip
damage
11
Slashing
Critical damage
16
additional damage
3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
19
damage
4
Critical damage
18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
18
damage
12
Critical damage
20
rolling 1d3
()
3
3
rolling 1d2
()
1
1
Sven Långkalsång
Bashing Charge

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*
class feats and abilities
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
28
Sven Långkalsång
athletics
skill
14
Sven Långkalsång
athletics
skill
10
Gary Kreeefrog (Chris)
athletics
skill
9
Alyssa Snapdragon
Soothe

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*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 6 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Hannah D
stealth
skill
29
Hannah D
Shortbow
ranged strike
attack
16
damage
2
Critical damage
2
rolling 1d2
()
2
2
Barbara, the Mistress
Grim Tendrils

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.png)
*
arcane spell level 1
damage
7
void
Critical damage
10
void
additional damage
1 persistent bleed
action: 2-action
traits: concentrate, manipulate, void
area: 30-foot line
heightened effects: Heightened (+1) The void damage increases by 2d4, and the persistent bleed damage increases by 1.
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.
saving throw fortitude DC
20
critical success: The creature is unaffected.
success: The creature takes half the void damage and no persistent bleed damage.
failure: The creature takes full damage.
critical failure: The creature takes double void damage and double persistent bleed damage.
Alexander "Železni" Zelov
fortitude
saving throw
17
Gary Kreeefrog (Chris)
fortitude
saving throw
23
Sven Långkalsång
fortitude
saving throw
11
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
18
Agile, Finesse, Trip
damage
16
Slashing
Critical damage
16
additional damage
4 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
22
damage
11
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d2
()
2
2
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
6
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
athletics
skill
0
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
()
12
12
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
13
Agile, Finesse, Trip
damage
11
Slashing
Critical damage
14
additional damage
2 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
rolling 1d20
()
4
4
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
5
Two-hand d12
damage
18
slashing
Critical damage
28
slashing
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack #2
10
Agile, Finesse, Trip
damage
8
Slashing
Critical damage
16
additional damage
1 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Alyssa Snapdragon
Void Warp

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*
occult cantrip
damage
5
void
Critical damage
6
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Barbara, the Mistress
fortitude
saving throw
16
+2 status bonus to all saves vs. disease and poison
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Hannah D
strength
ability
5
Barbara, the Mistress
Ray of Enfeeblement (Legacy)

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*
spell level 1
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Sven Långkalsång
fortitude
saving throw
22
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
22
Agile, Finesse, Trip
damage
10
Slashing
Critical damage
24
additional damage
2 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack #3
16
Agile, Finesse, Trip
damage
9
Slashing
Critical damage
20
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
3
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
21
damage
5
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Barbara, the Mistress
fortitude
saving throw
14
+2 status bonus to all saves vs. disease and poison
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
7
damage
7
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
19
damage
11
bludgeoning
Critical damage
8
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
24
Agile, Finesse, Trip
damage
11
Slashing
Critical damage
24
additional damage
1 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
2
Two-hand d12
damage
15
slashing
Critical damage
38
slashing
Alyssa Snapdragon
Void Warp

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.png)
*
occult cantrip
damage
5
void
Critical damage
8
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Barbara, the Mistress
fortitude
saving throw
9
+2 status bonus to all saves vs. disease and poison
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Hannah D
Dagger
melee strike
attack
16
finesse, thrown 10ft., versatile S
damage
5
Piercing
Critical damage
14
additional damage
5 sneak attack
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack
14
Agile, Finesse, Trip
damage
12
Slashing
Critical damage
26
additional damage
3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack #2
16
Agile, Finesse, Trip
damage
12
Slashing
Critical damage
24
additional damage
3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
rolling 1d20
()
2
2
Sven Långkalsång
Bastard Sword 2-handed
melee strike
One last shot
Noo
To
Alexander "Železni" Zelov
religion
skill
8
Alyssa Snapdragon
religion
skill
19
Barbara, the Mistress
Cold Iron Sickle of Striking
item
This cold iron sickle is embedded with a powerful striking rune, making it hit a lot harder.
The cold iron grants the sickle +1 to all attack rolls, and the striking rune doubles the number of its damage dice.
The cold iron grants the sickle +1 to all attack rolls, and the striking rune doubles the number of its damage dice.
Sven Långkalsång
Ladder (10 ft)
stowed item
bulk: 3
quantity: 1
price: 3 cp
Barbara, the Mistress
Ring of Wizardry
item
This platinum ring bears the mark of anubis. A spellcaster wearing the ring gains a +1 item bonus to Arcana checks and has two additional 1st-level arcane spell slots each day.
If the ring is taken off for any reason, the additional spell slots are lost.
If the ring is taken off for any reason, the additional spell slots are lost.
Barbara, the Mistress
Mask of Anubis
item
A person wearing the mask of Anubis gains darkvision for up to 1 hour per day and +1 to all Perception checks.
Barbara, the Mistress
Cold Iron Sickle of Striking
item
This cold iron sickle is embedded with a powerful striking rune, making it hit a lot harder.
The cold iron grants the sickle +1 to all attack rolls, and the striking rune doubles the number of its damage dice.
The cold iron grants the sickle +1 to all attack rolls, and the striking rune doubles the number of its damage dice.
Sven Långkalsång
Brass Ear
stowed item
quantity: 1
price: 1 gp
A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It's not suitable for improving your hearing in general, a role better served by a hearing aids.
6
Gary Kreeefrog (Chris)
Heal

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.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
4
4
Alexander "Železni" Zelov
perception
23
sleeves
white sleeves
Gary Kreeefrog (Chris)
perception
15
UNCONSCIOUS: You are unconscious. You take a –4 status penalty to AC, Perception, and Reflex saves.
BLINDED: -4 if vision is your only precise sense
BLINDED: -4 if vision is your only precise sense
Alexander "Železni" Zelov
perception
7
Alexander "Železni" Zelov
deception
skill
18
Alyssa Snapdragon
performance
skill
11
Alyssa Snapdragon
crafting
skill
16
Alyssa Snapdragon
crafting
skill
25
Alyssa Snapdragon
performance
skill
14
Sven Långkalsång
Wooden religious symbol of Chernobog
stowed item
quantity: 1
Alexander "Železni" Zelov
religion
skill
10
Alyssa Snapdragon
religion
skill
13
Gary Kreeefrog (Chris)
religion
skill
9
Sven Långkalsång
religion
skill
2
Sven Långkalsång
will
saving throw
13
wanted my horror sc ene to be too real
oops
Alyssa Snapdragon
reflex
saving throw
16
Gary Kreeefrog (Chris)
Untamed Shift

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.png)
*
focus spell level 1
action: 2-action
traits: uncommon, concentrate, druid, focus, manipulate, morph
DURATION: 1 minute
heightened effects: Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.
Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.
Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.
You transform just a part of your body. Choose any one effect that matches an untamed order feat you have.
• Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they’re transformed by this spell, but you must have a hand free to attack with it.
• Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.
• Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
• Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
• Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet.
• Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they’re transformed by this spell, but you must have a hand free to attack with it.
• Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.
• Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
• Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
• Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet.
Sven Långkalsång
Deny Advantage

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*
class feats and abilities
level: 3
Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Alexander "Železni" Zelov
athletics
skill
7
Alexander "Železni" Zelov
athletics
skill
3
Gary Kreeefrog (Chris)
perception
30
i see everything
Sven Långkalsång
deception
skill
10
dnd mansplaining
Alexander "Železni" Zelov
diplomacy
skill
2
Alexander "Železni" Zelov
diplomacy
skill
20
Alyssa Snapdragon
diplomacy
skill
29
Good thing I can write
Some self-love I guess?
Lord Vassindo DuCain
Gary Kreeefrog (Chris)
stealth
skill
17
Gary Kreeefrog (Chris)
thievery
skill
16
Gary Kreeefrog (Chris)
Pet Cache

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*
arcane spell level 1
action: 1-action
traits: extradimensional, manipulate
Range: touch
TARGET: 1 willing creature that is your companion
DURATION: 8 hours
You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.
You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
u g l y he aint got no alibi
Gary Kreeefrog (Chris)
perception
24
Alexander "Železni" Zelov
perception
24
Sven Långkalsång
perception
10
Alyssa Snapdragon
perception
16
us three leave to our shared room to leave sven to his fate
Alyssa Snapdragon
Legal Lore
skill
21
source: Hellspawn lineage
Alexander "Železni" Zelov
Warfare
skill
17
Gary Kreeefrog (Chris)
religion
skill
12
Covert Connections
Invisible Hand Guild
Echoes of Espionage
Silent Signal Network
Spectral Solutions
Veil of Secrecy Agency
Clandestine Consortium
Whisper Web
The Copper Circle
Platinum Core
Platinum Sphere
rolling 1d20
()
11
11
AAA - Absolutely Average Adventurers
Security
melee strike
AAA - Absolutely Average Adventurers
Merchandise
melee strike
AAA - Absolutely Average Adventurers
Popularity
melee strike
AAA - Absolutely Average Adventurers
Popularity
melee strike
Can it be
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Alex: Did you Alyssa can read?
Gary Kreeefrog (Chris)
survival
skill
25
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.jpg)
Luka is a master story teller!
rich people have a rat problem
WAIT DO WE GET A RATATOULLIE
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Gary Kreeefrog (Chris)
society
skill
15
Alyssa Snapdragon
society
skill
26
Alyssa Snapdragon
diplomacy
skill
26
Gary Kreeefrog (Chris)
fortitude
saving throw
12
rolling 1d20
()
9
9
Gary Kreeefrog (Chris)
survival
skill
12
Alyssa Snapdragon
society
skill
27
Free candy is never free
Stranger danger
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AAA - Absolutely Average Adventurers
Popularity
melee strike
.jpg)
AAA - Absolutely Average Adventurers
Popularity
melee strike
AAA - Absolutely Average Adventurers
Popularity
melee strike
AAA - Absolutely Average Adventurers
Popularity
melee strike
AAA - Absolutely Average Adventurers
Merchandise
melee strike
This is weekly, so you get this much each for the month
Timothy
To clarify Alyssa, you just heard a lot of squeaking in this conversation between Gary and Timonthy
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Sure?
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Harold the horse-fucker
Hank the hoarse-fucker
shanksalot-Sharon
Griffin Lightbringer
Gary Kreeefrog (Chris)
perception
23
Alyssa Snapdragon
perception
23
Alexander "Železni" Zelov
perception
19
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Sven Långkalsång
perception
11
rolling 1d4
()
3
3
Redcap Assassin
Scythe
melee strike
Redcap Assassin
Scythe
melee strike
Critical damage
34
Redcap Assassin
Scythe
melee strike
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Sven Långkalsång
initiative
perception
27
37 damage in 2 hits, god damn
Alyssa Snapdragon
Daze

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*
occult cantrip
damage
3
mental
Critical damage
10
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC15
Redcap Assassin
will
saving throw
21
Alyssa Snapdragon
Shield

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*
occult cantrip
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
rolling 1d20
()
12
12
or the toggle on the dice roller
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Sven Långkalsång
Bashing Charge

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*
class feats and abilities
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
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Sven Långkalsång
athletics
skill
20
Permanent lodging one might say
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Sven Långkalsång
intimidation
skill
6
Swear to god
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rolling 1d6
()
4
4
Redcap Assassin
Scythe
melee strike
Pants stay on
Redcap Assassin
Scythe
melee strike
Critical damage
38
Alyssa Snapdragon
Soothe

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*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 12 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
()
5
5
Alyssa Snapdragon
Bardic Lore
skill
15
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Gary Kreeefrog (Chris)
Heal

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*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
7
7
Alexander "Železni" Zelov
athletics
skill
30
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Sven Långkalsång
Rage

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*
class feats and abilities
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Sven Långkalsång
athletics
skill
20
Sven Långkalsång
athletics
skill
27
Redcap Assassin
Scythe
melee strike
Redcap Assassin
Scythe
melee strike
Critical damage
30
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack
18
Agile, finesse, trip
damage
2
slashing
Critical damage
8
slashing
Gary Kreeefrog (Chris)
Raccoon Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
22
damage
5
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2
26
Agile, finesse, nonlethal, unarmed
Critical!
damage
5
bludgeoning
Critical damage
16
bludgeoning
rolling 2d8
(+)
6
6
12
Redcap Assassin
fortitude
saving throw
23
Alexander "Železni" Zelov
athletics
skill
10
Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
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Sven Långkalsång
athletics
skill
23
Sven Långkalsång
athletics
skill
27
Redcap Assassin
athletics
skill
21
Redcap Assassin
athletics
skill
23
Redcap Assassin
athletics
skill
18
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack
10
Agile, finesse, trip
damage
3
slashing
Critical damage
8
slashing
Alyssa Snapdragon
Intimidating Glare

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*
skill feats
level: 2
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Demoralize [one-action]
Auditory, Concentrate, Emotion, Fear, Mental
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Demoralize [one-action]
Auditory, Concentrate, Emotion, Fear, Mental
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Alyssa Snapdragon
intimidation
skill
20
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
15
damage
11
Critical damage
26
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
9
damage
9
Critical damage
26
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
7
damage
10
Critical damage
26
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
20
damage
10
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
25
damage
12
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Redcap Assassin
fortitude
saving throw
16
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
5
damage
5
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
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Gary Kreeefrog (Chris)
Heal

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*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
Gary Kreeefrog (Chris)
medicine
skill
15
rolling 1d8
()
6
6
Gary Kreeefrog (Chris)
medicine
skill
13
Alyssa Snapdragon
Underworld Lore
skill
20
source: Charlatan
Gary Kreeefrog (Chris)
survival
skill
15
A cowards choice
I'll go bare ass if needed
Manhood swinging in the breeze, fists up
I can look after him
He may get beat up by kids
Did I manage to do good casual racism, it took a lot of effort
remembers dad, pain...
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Sven Långkalsång
Anathema

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*
class feats and abilities
level: 1
Failing to face a personal challenge of strength is anathema.
Gary Kreeefrog (Chris)
fortitude
saving throw
29
Alyssa Snapdragon
fortitude
saving throw
26
Gary Kreeefrog (Chris)
fortitude
saving throw
19
Alyssa Snapdragon
fortitude
saving throw
25
Alyssa Snapdragon
society
skill
18
Gary Kreeefrog (Chris)
nature
skill
25
Sven Långkalsång
survival
skill
25
Gary Kreeefrog (Chris)
survival
skill
19
Alyssa Snapdragon
perception
25
Sven Långkalsång
survival
skill
14
Alexander "Železni" Zelov
perception
16
Alexander "Železni" Zelov
stealth
skill
27
Alyssa Snapdragon
stealth
skill
20
Gary Kreeefrog (Chris)
survival
skill
21
Gary Kreeefrog (Chris)
stealth
skill
15
Sven Långkalsång
stealth
skill
11
#lights dynamite
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
30
damage
6
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
18
damage
9
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Goblin Igniter - vengeful
fortitude
saving throw
10
Alexander "Železni" Zelov
athletics
skill
8
Alyssa Snapdragon
reflex
saving throw
26
Goblin Igniter - vengeful
Fireball

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*
arcane spell level 3
damage
28
fire
action: 2-action
traits: concentrate, fire, manipulate
Range: 500 feet
area: 20-foot burst
heightened effects: Heightened (+1) The damage increases by 2d6.
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
basic saving throw reflex DC
16
Alexander "Železni" Zelov
reflex
saving throw
25
Alyssa Snapdragon
Eat Fire

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*
occult cantrip
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Goblin Igniter - vengeful
Gauntlet
melee strike
Sven Långkalsång
Alkymist fire
stowed item
quantity: 1
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
26
damage
9
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
20
Goblin Igniter - vengeful
fortitude
saving throw
23
Alyssa Snapdragon
Daze

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*
occult cantrip
damage
5
mental
Critical damage
6
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC15
Goblin Igniter - vengeful
will
saving throw
21
Alyssa Snapdragon
reflex
saving throw
9
Goblin Igniter - vengeful
Fireball

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.png)
.png)
*
arcane spell level 3
damage
19
fire
action: 2-action
traits: concentrate, fire, manipulate
Range: 500 feet
area: 20-foot burst
heightened effects: Heightened (+1) The damage increases by 2d6.
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
basic saving throw reflex DC
16
Gary Kreeefrog (Chris)
reflex
saving throw
24
Sven Långkalsång
reflex
saving throw
17
Alyssa Snapdragon
reflex
saving throw
25
Alyssa Snapdragon
Eat Fire

.png)
.png)
.png)
*
occult cantrip
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
20
damage
9
Critical damage
20
Alexander "Železni" Zelov
reflex
saving throw
25
Gary Kreeefrog (Chris)
reflex
saving throw
13
Sven Långkalsång
reflex
saving throw
20
Alyssa Snapdragon
reflex
saving throw
18
Goblin Igniter - vengeful
Fireball

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.png)
.png)
*
arcane spell level 4
damage
23
fire
action: 2-action
traits: concentrate, fire, manipulate
Range: 500 feet
area: 20-foot burst
heightened effects: Heightened (+1) The damage increases by 2d6.
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
basic saving throw reflex DC
16
8
Alexander "Železni" Zelov
thievery
skill
5
Gary Kreeefrog (Chris)
Heal

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.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
4
4
Sven Långkalsång
Waterskin
stowed item
bulk: L
quantity: 1
price: 5 cp
When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.
Sven Långkalsång
thievery
skill
11
Alexander "Železni" Zelov
athletics
skill
24
Alyssa Snapdragon
fortitude
saving throw
12
Alexander "Železni" Zelov
medicine
skill
19
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
this is gonna happen immediately
Gary Kreeefrog (Chris)
medicine
skill
14
Gary Kreeefrog (Chris)
medicine
skill
16
Gary Kreeefrog (Chris)
medicine
skill
26
Gary Kreeefrog (Chris)
medicine
skill
28
Gary Kreeefrog (Chris)
Natural Medicine

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*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
rolling 2d8
(+)
1
5
6
rolling 2d8
(+)
8
5
13
rolling 4d8
(+++)
6
4
5
6
21
rolling 4d8
(+++)
1
2
5
1
9
Alyssa Snapdragon
Soothe

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.png)
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*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 7 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
()
1
1
Gary Kreeefrog (Chris)
Heal

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.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
2
2
Gary Kreeefrog (Chris)
Pest Form

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*
focus spell level 1
action: other
traits: concentrate, manipulate, polymorph
DURATION: 10 minutes
heightened effects: Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can’t make Strikes. You can Dismiss the spell.
You gain the following statistics and abilities:
• AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
• Speed 20 feet.
• Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
• Low-light vision and imprecise scent 30 feet.
• Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
You gain the following statistics and abilities:
• AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
• Speed 20 feet.
• Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
• Low-light vision and imprecise scent 30 feet.
• Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
Gary Kreeefrog (Chris)
society
skill
12
Alexander "Železni" Zelov
Playing Cards
stowed item
quantity: 1
Gary Kreeefrog (Chris)
nature
skill
20
Gary Kreeefrog (Chris)
nature
skill
29
Gary Kreeefrog (Chris)
nature
skill
30
Gary Kreeefrog (Chris)
nature
skill
13
rolling 2d8
(+)
6
8
14
rolling 4d8
(+++)
5
3
2
2
12
rolling 4d8
(+++)
4
2
5
1
12
rolling 2d8
(+)
4
2
6
Alexander "Železni" Zelov
stealth
skill
15
Gary Kreeefrog (Chris)
initiative
stealth
15
Alyssa Snapdragon
initiative
stealth
11
Goblin Warrior
perception
15
Alexander "Železni" Zelov
initiative
perception
20
Sven Långkalsång
initiative
stealth
7
Goblin Commando
perception
17
Goblin Igniter
perception
23
Goblin Igniter
burning hands

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.png)
*
spell level 1
action: 1-action
Goblin Igniter
burning hands

.png)
.png)
.png)
*
spell level 1
action: 1-action
Goblin Igniter
Burning Hands (BB)

.png)
.png)
.png)
*
EVOCATION spell level 1
damage
2
fire
action: 2-action
traits: Fire, Manipulate
requirement: Clerics must worship Sarenrae to prepare this spell.
area: 15-foot cone
Gouts of flame rush from your hands in a 15-foot cone. The fire deals 2d6 fire damage to each creature in the area. Each creature must roll a basic Reflex save.
basic saving throw reflex DC
16
Alexander "Železni" Zelov
reflex
saving throw
18
Alexander "Železni" Zelov
athletics
skill
26
Alexander "Železni" Zelov
athletics
skill
21
rolling 2d8
(+)
7
7
14
rolling 8d8
(+++++++)
7
5
1
8
6
5
5
4
41
rolling 3d8
(++)
2
4
1
7
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
21
damage
5
Critical damage
18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
18
damage
6
Critical damage
20
Alyssa Snapdragon
Needle Darts

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.png)
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*
occult cantrip
attack
21
damage
11
piercing
Critical damage
20
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Sven Långkalsång
athletics
skill
24
Sven Långkalsång
athletics
skill
26
rolling 1d20
()
16
16
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
14
damage
10
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
22
damage
10
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Goblin Igniter
fortitude
saving throw
15
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
21
damage
9
Critical damage
20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
24
Critical!
damage
6
Critical damage
20
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
rolling 1d20
()
2
2
Sven Långkalsång
Frying Pan
stowed item
bulk: L
quantity: 1
price: 1 sp
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
22
damage
9
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gary Kreeefrog (Chris)
Raccoon Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
stealth
skill
14
Alexander "Železni" Zelov
nature
skill
18
Always trust a piece of seasoned meat
Gary Kreeefrog (Chris)
perception
27
Gary Kreeefrog (Chris)
performance
skill
15
Alyssa Snapdragon
stealth
skill
17
Whitechin
Gauntlet Throw
ranged strike
Whitechin
Gauntlet Throw
ranged strike
Critical damage
12
Whitechin
Get Reckless
offensive or proactive abilities
action type: 1 Action
traits: auditory, emotion, concentrate, mental
Screaming words of encouragement, Whitechin gives himself and all goblins +1 to attack and damage rolls until the start of his next turn (up to 1 minute total duration).
Alexander "Železni" Zelov
dexterity
ability
16
Alexander "Železni" Zelov
intimidation
skill
8
Alexander "Železni" Zelov
intimidation
skill
17
Goblin Igniter
Burning Hands (BB)

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*
EVOCATION spell level 1
damage
8
fire
action: 2-action
traits: Fire, Manipulate
requirement: Clerics must worship Sarenrae to prepare this spell.
area: 15-foot cone
Gouts of flame rush from your hands in a 15-foot cone. The fire deals 2d6 fire damage to each creature in the area. Each creature must roll a basic Reflex save.
basic saving throw reflex DC
16
Gary Kreeefrog (Chris)
reflex
saving throw
8
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (2)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (2)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
rolling 1d20
()
2
2
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
28
damage
8
Critical damage
20
Goblin Warrior
shortsword
melee strike
Goblin Warrior
shortsword
melee strike
Alyssa Snapdragon
Bardic Lore
skill
23
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
dexterity
ability
5
Alyssa Snapdragon
Shield

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*
occult cantrip
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Sven Långkalsång
diplomacy
skill
15
Sven Långkalsång
Rage

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*
class feats and abilities
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Whitechin
acrobatics
skill
17
Alexander "Železni" Zelov
dexterity
ability
5
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
27
damage
8
Critical damage
30
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
14
damage
7
Critical damage
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
4
damage
6
Critical damage
14
Goblin Warrior
athletics
skill
14
Goblin Warrior
shortsword
melee strike
Goblin Warrior
shortsword
melee strike
Goblin Warrior
shortsword
melee strike
Goblin Warrior
shortsword
melee strike
Critical damage
10
Alyssa Snapdragon
dexterity
ability
12
Alyssa Snapdragon
Daze

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*
occult cantrip
damage
3
mental
Critical damage
2
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC15
Whitechin
will
saving throw
19
Sven Långkalsång
athletics
skill
20
Whitechin
Get Reckless
offensive or proactive abilities
action type: 1 Action
traits: auditory, emotion, concentrate, mental
Screaming words of encouragement, Whitechin gives himself and all goblins +1 to attack and damage rolls until the start of his next turn (up to 1 minute total duration).
Alexander "Železni" Zelov
Titan Wrestler

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*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Alexander "Železni" Zelov
athletics
skill
29
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
8
damage
9
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
21
damage
10
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Whitechin
fortitude
saving throw
30
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
21
damage
5
Critical damage
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
8
damage
9
Critical damage
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
10
damage
4
Critical damage
28
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
17
damage
7
Critical damage
32
Alyssa Snapdragon
Stupefy

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*
arcane spell level 2
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC14
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Whitechin
will
saving throw
28
Alyssa Snapdragon
Stupefy

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*
occult spell level 2
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC19
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Sven Långkalsång
athletics
skill
18
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Alexander "Železni" Zelov
athletics
skill
21
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
9
damage
7
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
17
damage
7
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Whitechin
fortitude
saving throw
21
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 5
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (7)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (7)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
rolling 1d20
()
8
8
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack
19
Agile, finesse, trip
damage
8
slashing
Critical damage
6
slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
10
Two-hand d12
damage
11
slashing
Critical damage
38
slashing
Sven Långkalsång
Anathema

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*
class feats and abilities
level: 1
Failing to face a personal challenge of strength is anathema.
Alexander "Železni" Zelov
perception
21
Sven Långkalsång
diplomacy
skill
4
Gary Kreeefrog (Chris)
Detect Magic

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Alyssa Snapdragon
Bardic Lore
skill
19
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Sven Långkalsång
Labor Lore
skill
11
Alexander "Železni" Zelov
religion
skill
7
Alyssa Snapdragon
religion
skill
20
Sven Långkalsång
athletics
skill
31
rolling 1d3
()
1
1
Alyssa Snapdragon
diplomacy
skill
29
But ok
Alyssa Snapdragon
society
skill
24
Alexander "Železni" Zelov
society
skill
9
sus
Sven Långkalsång
religion
skill
16
Sven Långkalsång
will
saving throw
25
Sven Långkalsång
perception
14
Sven Långkalsång
society
skill
13
Gary Kreeefrog (Chris)
religion
skill
16
Alexander "Železni" Zelov
society
skill
4
It adds to my street cred
Alyssa Snapdragon
perception
19
Gary Kreeefrog (Chris)
perception
27
Gary Kreeefrog (Chris)
society
skill
15
Alyssa Snapdragon
Legal Lore
skill
24
source: Hellspawn lineage
Alyssa Snapdragon
deception
skill
23
Amaya brings some alcohol
Sven Långkalsång
society
skill
6
Sven Långkalsång
Net
stowed item
bulk: 1
quantity: 1
price: 1 gp
You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty.
When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.
When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.
Gary Kreeefrog (Chris)
Animal Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Gary Kreeefrog (Chris)
Pest Form

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*
focus spell level 1
action: other
traits: concentrate, manipulate, polymorph
DURATION: 10 minutes
heightened effects: Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can’t make Strikes. You can Dismiss the spell.
You gain the following statistics and abilities:
• AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
• Speed 20 feet.
• Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
• Low-light vision and imprecise scent 30 feet.
• Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
You gain the following statistics and abilities:
• AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
• Speed 20 feet.
• Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
• Low-light vision and imprecise scent 30 feet.
• Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
Gary Kreeefrog (Chris)
nature
skill
12
I'll turn into a rat and see if i can infiltrate and gather some more information.
kill him
rolling 3d6
(++)
2
2
4
8
rolling 3d6
(++)
2
1
2
5
Gary Kreeefrog (Chris)
deception
skill
13
Gary Kreeefrog (Chris)
deception
skill
17
Gary Kreeefrog (Chris)
nature
skill
21
Alyssa Snapdragon
society
skill
15
Gary Kreeefrog (Chris)
Full set of silverware
stowed item
quantity: 1
Sven Långkalsång
Fishing Tackle
stowed item
bulk: 1
quantity: 1
price: 8 sp
This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.
Sven Långkalsång
Jeans
stowed item
quantity: 1
Sven Långkalsång
thievery
skill
8
Sven Långkalsång
thievery
skill
10
Alyssa Snapdragon
diplomacy
skill
27
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
Prestidigitation

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.png)
.png)
*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
Prestidigitation

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.png)
.png)
*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Gary Kreeefrog (Chris)
initiative
perception
19
Missy
initiative
perception
21
Alyssa Snapdragon
initiative
perception
25
Lini
initiative
perception
26
Sven Långkalsång
perception
16
Lini
sleep

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*
arcane innate spell level 3
action: 2-action
traits: concentrate, incapacitation, manipulate, mental, sleep
Range: 30 feet
area: 5-foot burst
heightened effects: Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they’re holding, and they can’t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn’t fall prone or release what it’s holding. This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
saving throw will DC
21
critical success: The creature is unaffected.
success: The creature takes a –1 status penalty to Perception checks for 1 round.
failure: The creature falls unconscious. If it’s still unconscious after 1 minute, it wakes up automatically.
critical failure: The creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically.
Alyssa Snapdragon
will
saving throw
20
Gary Kreeefrog (Chris)
will
saving throw
31
Sven Långkalsång
will
saving throw
17
Alyssa Snapdragon
will
saving throw
25
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
27
damage
11
piercing
Critical damage
16
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Gary Kreeefrog (Chris)
Raccoon Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Sven Långkalsång
Rage

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*
class feats and abilities
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Alyssa Snapdragon
Bardic Lore
skill
22
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Sven Långkalsång
athletics
skill
17
Sven Långkalsång
athletics
skill
29
rolling 1d100
()
54
54
Sven Långkalsång
fortitude
saving throw
30
Alyssa Snapdragon
Musical Accompaniment

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*
occult cantrip
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
26
damage
8
Critical damage
22
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
12
damage
6
Critical damage
30
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
9
damage
10
Critical damage
14
Missy
greataxe
melee strike
Missy
greataxe
melee strike
Sven Långkalsång
Bashing Charge

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*
class feats and abilities
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
13
Lini
branch
melee strike
Lini
branch
melee strike
Critical damage
10
Alyssa Snapdragon
diplomacy
skill
21
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
13
damage
8
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
(To GM)rolling 1d20
()
5
5
rolling 1d4
()
2
2
(To GM)rolling 1d20
()
7
7
Missy
athletics
skill
25
Missy
athletics
skill
27
Sven Långkalsång
athletics
skill
24
Sven Långkalsång
athletics
skill
17
Alyssa Snapdragon
Soothe

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*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 7 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
()
6
6
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
27
damage
9
Critical damage
20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
12
damage
7
Critical damage
16
Missy
greataxe
melee strike
Missy
greataxe
melee strike
Critical damage
32
Lini
branch
melee strike
Critical damage
28
Alyssa Snapdragon
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 14 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
()
6
6
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack
25
Agile, finesse, trip
damage
6
slashing
Critical damage
16
slashing
(To GM)rolling 1d20
()
18
18
Missy
greataxe
melee strike
Missy
greataxe
melee strike
Missy
greataxe
melee strike
Critical damage
18
rolling 1d4
()
2
2
Sven Långkalsång
Healing Potion
stowed item
bulk: L
quantity: 2
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
24
damage
8
piercing
Critical damage
18
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Needle Darts

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.png)
.png)
*
occult cantrip
attack
10
damage
9
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack #2
5
Agile, finesse, trip
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack #2
19
Agile, finesse, trip
damage
8
slashing
Critical damage
14
slashing
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
16
damage
4
Critical damage
16
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
Lini
branch
melee strike
Lini
branch
melee strike
Critical damage
10
(To GM)rolling 1d20
()
3
3
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
attack #3
3
damage
13
slashing
Critical damage
10
slashing
Sven Långkalsång
charisma
ability
5
(To GM)rolling 1d20
()
6
6
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
4
Two-hand d12
damage
20
slashing
Critical damage
24
slashing
July 05, 2024 10:02PMAlda Evie Renalda Julietta Dracob the III:Rip to us
July 05, 2024 10:03PMCool Luka:boom
LaLa
fortitude
saving throw
17
LaLa
PUNISHMENT
melee strike
LaLa
stealth
skill
22
crickets on a stick
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.png)
rat burgers
.webp)
.png)
.webp)
.png)
.webp)
Alexander "Železni" Zelov
perception
18
Alexander "Železni" Zelov
diplomacy
skill
17
Bad times

Sven Långkalsång
perception
24

Sven Långkalsång
athletics
skill
13
.png)
Nex ttime bust a nut not a window
Much easier to hide
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awwww hannah misses uuuussss
Alexander "Železni" Zelov
perception
7
Alexander "Železni" Zelov
athletics
skill
16
Gary Kreeefrog (Chris)
society
skill
15
Gary Kreeefrog (Chris)
arcana
skill
11
Gary Kreeefrog (Chris)
nature
skill
14
Gary Kreeefrog (Chris)
nature
skill
24
Thet's the real money bringer
But at least it's thin
I need a pp break
brb
Gary Kreeefrog (Chris)
fortitude
saving throw
20
rolling 1d2
()
2
2
Alyssa Snapdragon
performance
skill
30
lol someone could give sclavo a pep night
Alyssa Snapdragon
crafting
skill
12
I am entertained by this
Alyssa Snapdragon
Needle Darts

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.png)
.png)
*
occult cantrip
attack
25
damage
9
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.

Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
Gary Kreeefrog (Chris)
Heal

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.png)
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*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
Alyssa Snapdragon
performance
skill
14

Sven Långkalsång
performance
skill
5
Alyssa Snapdragon
performance
skill
15
Alexander "Železni" Zelov
performance
skill
17
Gary Kreeefrog (Chris)
performance
skill
10
Gary Kreeefrog (Chris)
survival
skill
27
Alexander "Železni" Zelov
deception
skill
5
Alexander "Železni" Zelov
intimidation
skill
12
Alexander "Železni" Zelov
intimidation
skill
13
Alexander "Železni" Zelov
diplomacy
skill
2
Alexander "Železni" Zelov
diplomacy
skill
13
Alexander "Železni" Zelov
wisdom
ability
12
Gary Kreeefrog (Chris)
performance
skill
13
Gary Kreeefrog (Chris)
Cleanse Affliction

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*
divine spell level 2
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Alexander "Železni" Zelov

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.png)
.png)
*
skill feats
Alexander "Železni" Zelov
perception
20
Alyssa Snapdragon
perception
20
Gary Kreeefrog (Chris)
perception
17
Sven Långkalsång
perception
18
Damn
I'm just a man
Alexander "Železni" Zelov
charisma
ability
12
Gary Kreeefrog (Chris)
diplomacy
skill
9
Gary Kreeefrog (Chris)
religion
skill
19
Sven Långkalsång
Oversized Throw

.png)
.png)
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*
class feats and abilities
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Gary Kreeefrog (Chris)
Cleanse Affliction

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.png)
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*
divine spell level 2
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Gary Kreeefrog (Chris)
Timber

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.png)
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*
primal cantrip
damage
4
bludgeoning
Critical damage
8
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC20
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
rolling 1d20
()
18
18
Sven Långkalsång
diplomacy
skill
15
Alexander "Železni" Zelov
diplomacy
skill
4
Sven Långkalsång
society
skill
12
Sven Långkalsång
athletics
skill
15
Sven Långkalsång
diplomacy
skill
12
Alyssa Snapdragon
performance
skill
19
Alexander "Železni" Zelov
performance
skill
13
Gary Kreeefrog (Chris)
performance
skill
2
Sven Långkalsång
performance
skill
7
Gary Kreeefrog (Chris)
performance
skill
14
rolling 1d6
()
2
2
rolling 1d6
()
5
5
Alyssa Snapdragon
performance
skill
14
Alexander "Železni" Zelov
performance
skill
11
Gary Kreeefrog (Chris)
performance
skill
13
Sven Långkalsång
performance
skill
6
rolling 1d6
()
1
1
rolling 1d6
()
5
5
rolling 1d4
()
2
2
rolling 1d4
()
1
1
rolling 1d4
()
2
2
rolling 1d4
()
4
4
rolling 1d4
()
4
4
rolling 1d4
()
2
2
rolling 1d4
()
2
2
rolling 1d4
()
1
1
rolling 1d4
()
4
4
rolling 1d4
()
3
3
Gary Kreeefrog (Chris)
performance
skill
20
Alyssa Snapdragon
performance
skill
15
Sven Långkalsång
performance
skill
7
Alexander "Železni" Zelov
performance
skill
12
rolling 1d6
()
4
4
rolling 2d6
(+)
1
5
6
rolling 1d6
()
2
2
rolling 1d6
()
3
3
Alexander "Železni" Zelov
medicine
skill
4
Gary Kreeefrog (Chris)
Heal

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.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 2d8
(+)
2
7
9
2 points of healing
Alyssa Snapdragon
will
saving throw
23
Gary Kreeefrog (Chris)
will
saving throw
25
Sven Långkalsång
will
saving throw
13
Sven Långkalsång
will
saving throw
20
4
Sven Långkalsång
performance
skill
2
Alexander "Železni" Zelov
will
saving throw
25
Alyssa Snapdragon
performance
skill
16
Alexander "Železni" Zelov
performance
skill
7
Gary Kreeefrog (Chris)
performance
skill
18
Sven Långkalsång
performance
skill
9
rolling 1d6
()
1
1
rolling 1d6
()
4
4
rolling 1d6
()
4
4
Gary Kreeefrog (Chris)
Cleanse Affliction

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.png)
.png)
*
divine spell level 2
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
5 points of healing
Alyssa Snapdragon
Protection

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.png)
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*
occult spell level 1
action: 2-action
traits: concentrate, manipulate
Range: touch
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (3rd) You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target.
You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws.
Gary Kreeefrog (Chris)
Poison Resistance

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.png)
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*
class feats and abilities
level: 2
traits: Druid
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level (2), and you gain a +1 status bonus to saving throws against poisons.
2.) Icarus
3.) Rosa
4.) Archie
5.) Isis
Sven Långkalsång
reflex
saving throw
25
Sven Långkalsång
reflex
saving throw
22
Sven Långkalsång
reflex
saving throw
18
Sven Långkalsång
reflex
saving throw
25
Sven Långkalsång
reflex
saving throw
25
Alexander "Železni" Zelov
strength
ability
11
rolling 1d6
()
6
6
Alexander "Železni" Zelov
reflex
saving throw
29
Alexander "Železni" Zelov
reflex
saving throw
26
Alexander "Železni" Zelov
reflex
saving throw
30
Alexander "Železni" Zelov
reflex
saving throw
21
Gary Kreeefrog (Chris)
reflex
saving throw
24
Gary Kreeefrog (Chris)
reflex
saving throw
10
Gary Kreeefrog (Chris)
reflex
saving throw
19
Alyssa Snapdragon
reflex
saving throw
19
Alyssa Snapdragon
reflex
saving throw
19
3
Alexander "Železni" Zelov
athletics
skill
29
Alyssa Snapdragon
reflex
saving throw
12
Gary Kreeefrog (Chris)
reflex
saving throw
19
Sven Långkalsång
reflex
saving throw
14
Alyssa Snapdragon
athletics
skill
18
Sven Långkalsång
reflex
saving throw
18
Gary Kreeefrog (Chris)
reflex
saving throw
7
Alexander "Železni" Zelov
reflex
saving throw
30
Alyssa Snapdragon
athletics
skill
3
Gary Kreeefrog (Chris)
Gouging Claw

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.png)
.png)
*
primal cantrip
attack
18
damage
9
slashing or piercing
Critical damage
10
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
athletics
skill
12
Gary Kreeefrog (Chris)
performance
skill
14
Sven Långkalsång
reflex
saving throw
20
rolling 1d6
()
5
5
Gary Kreeefrog (Chris)
athletics
skill
19
Sven Långkalsång
reflex
saving throw
25
Sven Långkalsång
Combat Climber

.png)
.png)
.png)
*
skill feats
level: 1
Your techniques allow you to fight as you climb. You're not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Sven Långkalsång
athletics
skill
21
Alexander "Železni" Zelov
athletics
skill
22
Sven Långkalsång
reflex
saving throw
13
Alyssa Snapdragon
athletics
skill
2
Alyssa Snapdragon
athletics
skill
9
Sven Långkalsång
athletics
skill
31
Alexander "Železni" Zelov
reflex
saving throw
21
Alyssa Snapdragon
athletics
skill
19
Alexander "Železni" Zelov
reflex
saving throw
13
Sven Långkalsång
athletics
skill
24
Alexander "Železni" Zelov
Quick Jump

.png)
.png)
.png)
*
skill feats
skill: Athletics
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Alexander "Železni" Zelov
athletics
skill
25
Alexander "Železni" Zelov
performance
skill
6
Alexander "Železni" Zelov
performance
skill
12
Alyssa Snapdragon
performance
skill
20
Sven Långkalsång
performance
skill
20
Gary Kreeefrog (Chris)
performance
skill
2
rolling 2d6
(+)
3
3
6
rolling 1d6
()
4
4
rolling 1d6
()
2
2
rolling 1d6
()
5
5
4 points of healing
Sven Långkalsång
Amulet of Acting
stowed item
quantity: 1
+4 performance
Gary Kreeefrog (Chris)
Heal

.png)
.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
4
4
Alyssa Snapdragon
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 9 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Gary Kreeefrog (Chris)
medicine
skill
12
Alexander "Železni" Zelov
diplomacy
skill
2
Sven Långkalsång
deception
skill
13
Gary Kreeefrog (Chris)
fortitude
saving throw
27
Alyssa Snapdragon
fortitude
saving throw
21
Sven Långkalsång
fortitude
saving throw
26
Alexander "Železni" Zelov
fortitude
saving throw
13
Calsinica
fortitude
saving throw
16
Alyssa Snapdragon
initiative
perception
27
Alexander "Železni" Zelov
initiative
perception
28
Gary Kreeefrog (Chris)
initiative
perception
29
Sven Långkalsång
initiative
perception
20
Calsinica
initiative
perception
19
Gary Kreeefrog (Chris)
Raccoon Form

.png)
.png)
.png)
*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
Gouging Claw

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*
primal cantrip
attack
12
damage
3
slashing or piercing
Critical damage
12
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw

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*
primal cantrip
attack
6
damage
7
slashing or piercing
Critical damage
10
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw

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*
primal cantrip
attack
16
damage
12
slashing or piercing
Critical damage
16
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
performance
skill
10
rolling 1d4
()
1
1
Copy of Rosa
Animal form attack
melee strike
attack
27
damage
6
Critical damage
8
Copy of Rosa
Animal form attack
melee strike
attack
17
damage
8
Critical damage
12
Copy of Rosa
Animal form attack
melee strike
attack
19
damage
4
Critical damage
22
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
18
damage
12
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
15
damage
8
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
14
Copy of Icarus
Gorilla fist
melee strike
attack
16
damage
8
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack
16
damage
11
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack
19
damage
8
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack
11
Agile, finesse, trip
damage
6
slashing
Critical damage
12
slashing
Alyssa Snapdragon
Intimidating Glare

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*
skill feats
level: 2
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Demoralize [one-action]
Auditory, Concentrate, Emotion, Fear, Mental
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Demoralize [one-action]
Auditory, Concentrate, Emotion, Fear, Mental
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Alyssa Snapdragon
intimidation
skill
19
Copy of Archie
Needle Darts

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*
occult cantrip
attack
14
damage
9
piercing
Critical damage
20
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Copy of Archie
intimidation
skill
26
FRIGHTENED: You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.
Sven Långkalsång
Ladder (10 ft)
stowed item
bulk: 3
quantity: 1
price: 3 cp
Sven Långkalsång
Oversized Throw

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*
class feats and abilities
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Sven Långkalsång
Oversized Throw
ranged strike
Calsinica
Flaming Sword
melee strike
attack
10
Versatile P
damage
6
Slashing
additional damage
5 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
19
Versatile P
damage
7
Slashing
additional damage
5 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack
16
Versatile P
damage
8
Slashing
additional damage
6 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
17
Versatile P
damage
7
Slashing
additional damage
1 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Gary Kreeefrog (Chris)
Raccoon Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
19
damage
7
Critical damage
20
Sven Långkalsång
conditions
Copy of Rosa
Animal form attack
melee strike
attack
29
Critical!
damage
9
Critical damage
26
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
28
damage
7
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
12
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack
18
damage
10
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack #2
15
damage
9
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack #3
16
damage
12
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alyssa Snapdragon
Soothe

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*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 7 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {1D10+4}
{}
=()
+48
12
Alyssa Snapdragon
deception
skill
26
FRIGHTENED: You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.
rolling 1d6
()
1
1
Copy of Archie
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
23
damage
8
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Sven Långkalsång
performance
skill
13
Calsinica
Flaming Sword
melee strike
attack
10
Versatile P
damage
4
Slashing
additional damage
1 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
16
Versatile P
damage
4
Slashing
additional damage
6 fire
On a critical strike, Calsinica sets the target on fire, dealing 1 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
20
damage
11
Critical damage
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
9
damage
9
Critical damage
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
17
damage
6
Critical damage
24
Copy of Rosa
Animal form attack
melee strike
attack
18
damage
7
Critical damage
24
Copy of Rosa
Animal form attack
melee strike
attack #2
15
damage
6
Critical damage
32
Copy of Rosa
Animal form attack
melee strike
attack #3
3
damage
6
Critical damage
22
Copy of Winn
Rage

.png)
.png)
.png)
*
class feats and abilities
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
17
damage
12
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
19
damage
7
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
intimidation
skill
14
Alyssa Snapdragon
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 10 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Alyssa Snapdragon
deception
skill
26
FRIGHTENED: You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.
rolling 1d6
()
5
5
Copy of Archie
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
28
Critical!
damage
4
piercing
Critical damage
22
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Sven Långkalsång
performance
skill
13
rolling 1d6
()
6
6
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Calsinica
Flaming Sword
melee strike
attack
8
Versatile P
damage
2
Slashing
additional damage
6 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
5
Versatile P
damage
2
Slashing
additional damage
3 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
25
damage
6
Critical damage
20
Gary Kreeefrog (Chris)
performance
skill
13
rolling 1d6
()
1
1
Gary Kreeefrog (Chris)
Heal

.png)
.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
4
4
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
23
damage
5
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
18
damage
10
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
15
damage
7
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
13
damage
8
piercing
Critical damage
22
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
performance
skill
19
rolling 1d6
()
1
1
Copy of Archie
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
14
damage
9
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Shield

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Sven Långkalsång
perception
27
Calsinica
wisdom
ability
24
Gary Kreeefrog (Chris)
Heal

.png)
.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
8
8
Gary Kreeefrog (Chris)
medicine
skill
13
Alexander "Železni" Zelov
athletics
skill
27
Alexander "Železni" Zelov
Catch this
ranged strike
attack #2
16
damage
5
Critical damage
16
Alexander "Železni" Zelov
Catch this
ranged strike
attack #2
27
Critical!
damage
5
Critical damage
10
Alexander "Železni" Zelov
intimidation
skill
13
Copy of Archie
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
19
damage
6
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Sven Långkalsång
Bashing Charge

.png)
.png)
.png)
*
class feats and abilities
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
18
Sven Långkalsång
athletics
skill
18
Calsinica
Flaming Sword
melee strike
attack
6
Versatile P
damage
2
Slashing
additional damage
4 fire
On a critical strike, Calsinica sets the target on fire, dealing 1 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
13
Versatile P
damage
2
Slashing
additional damage
5 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Gary Kreeefrog (Chris)
medicine
skill
19
Gary Kreeefrog (Chris)
Timber

.png)
.png)
.png)
*
primal cantrip
damage
6
bludgeoning
Critical damage
12
bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC20
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
14
damage
9
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
28
Critical!
damage
8
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
4
damage
10
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Archie
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 9 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Copy of Archie
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 8 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Sven Långkalsång
unarmed fist
melee strike
attack #2
14
Agile, finesse, nonlethal, unarmed
damage
7
bludgeoning
Critical damage
12
bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #3
4
Agile, finesse, nonlethal, unarmed
damage
6
bludgeoning
Critical damage
16
bludgeoning
Calsinica
Flaming Sword
melee strike
attack
16
Versatile P
damage
4
Slashing
additional damage
5 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack
6
Versatile P
damage
1
Slashing
additional damage
6 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Famous last words
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
14
damage
8
slashing or piercing
Critical damage
16
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
13
damage
6
slashing or piercing
Critical damage
10
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
15
damage
9
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
10
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
performance
skill
8
Alexander "Železni" Zelov
athletics
skill
6
Alyssa Snapdragon
Stupefy

.png)
.png)
.png)
*
occult spell level 2
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC20
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Gary Kreeefrog (Chris)
will
saving throw
27
Alyssa Snapdragon
Shield

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Sven Långkalsång
Brass Ear
stowed item
quantity: 1
price: 1 gp
A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It's not suitable for improving your hearing in general, a role better served by a hearing aids.
Sven Långkalsång
unarmed fist
melee strike
attack #2
14
Agile, finesse, nonlethal, unarmed
damage
8
bludgeoning
Critical damage
12
bludgeoning
Calsinica
Flaming Sword
melee strike
attack
10
Versatile P
damage
3
Slashing
additional damage
2 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
6
Versatile P
damage
3
Slashing
additional damage
1 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
15
damage
3
slashing or piercing
Critical damage
18
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
23
damage
8
slashing or piercing
Critical damage
14
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw

.png)
.png)
.png)
*
primal cantrip
attack
10
damage
3
slashing or piercing
Critical damage
16
slashing or piercing
additional damage
2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
20
damage
12
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alyssa Snapdragon
performance
skill
15
Alexander "Železni" Zelov
performance
skill
5
Gary Kreeefrog (Chris)
performance
skill
19
Sven Långkalsång
performance
skill
8
rolling 1d6
()
2
2
rolling 1d6
()
5
5
Gary Kreeefrog (Chris)
medicine
skill
18
STUPEFIED: Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores.
Gary Kreeefrog (Chris)
religion
skill
17
Gary Kreeefrog (Chris)
arcana
skill
13
ripperoni pepperoni
Sven Långkalsång
perception
29
Sven Långkalsång
athletics
skill
14
Alexander "Železni" Zelov
perception
12
5 points of healing
rolling 1d8
()
8
8
healing potion
LETS FINISH THE DAMN PLAY
rolling 1d6
()
3
3
Sven Långkalsång
perception
10
Alexander "Železni" Zelov
initiative
perception
19
Demon Army
initiative
perception
19
Calsinica
initiative
perception
15
Sven Långkalsång
initiative
perception
11
Gary Kreeefrog (Chris)
initiative
perception
21
Gary Kreeefrog (Chris)
Animal Form

.png)
.png)
.png)
*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Alexander "Železni" Zelov
Catch this
ranged strike
attack
19
damage
6
Critical damage
12
Alexander "Železni" Zelov
performance
skill
2
rolling 2d6
(+)
3
5
8
Alexander "Železni" Zelov
Catch this
ranged strike
attack
14
damage
8
Critical damage
10
Demon Army
Tridents (jaws)
melee strike
Demon Army
Tridents (jaws)
melee strike
Demon Army
Tridents (jaws)
melee strike
Demon Army
Claws
melee strike
Demon Army
Claws
melee strike
Demon Army
Claws
melee strike
Demon Army
Tridents (jaws)
melee strike
Critical damage
20
Demon Army
Tridents (jaws)
melee strike
Critical damage
22
Demon Army
Claws
melee strike
Critical damage
14
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Calsinica
Flaming Sword
melee strike
attack
17
Versatile P
damage
1
Slashing
additional damage
1 fire
On a critical strike, Calsinica sets the target on fire, dealing 1 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
rolling 1d6
()
1
1
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
16
damage
9
Critical damage
28
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
20
damage
8
Critical damage
14
Demon Army
Tridents (jaws)
melee strike
Demon Army
Tridents (jaws)
melee strike
Demon Army
Claws
melee strike
Demon Army
Claws
melee strike
Demon Army
Claws
melee strike
Demon Army
Claws
melee strike
Demon Army
Tridents (jaws)
melee strike
Demon Army
Claws
melee strike
Demon Army
Claws
melee strike
Calsinica
Flaming Sword
melee strike
attack
17
Versatile P
damage
5
Slashing
additional damage
1 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
18
Versatile P
damage
5
Slashing
additional damage
2 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #3
14
Versatile P
damage
8
Slashing
additional damage
4 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
used*
rolling 1d6
()
4
4
Sven Långkalsång
Bastard Sword
melee strike
attack #3
5
Two-hand d12
damage
18
slashing
Critical damage
26
slashing
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
15
damage
3
Critical damage
20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
21
damage
6
Critical damage
18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
6
damage
4
Critical damage
24
Demon Army
Tridents (jaws)
melee strike
Demon Army
Claws
melee strike
Demon Army
Claws
melee strike
Calsinica
Flaming Sword
melee strike
attack
21
Versatile P
damage
1
Slashing
additional damage
5 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2
10
Versatile P
damage
8
Slashing
additional damage
3 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Gary Kreeefrog (Chris)
nature
skill
13
rolling 1d8
()
4
4
rolling 1d8
()
7
7
Gary Kreeefrog (Chris)
nature
skill
15
gome me something for the pain and let me die
Gary Kreeefrog (Chris)
performance
skill
1
Calsinica
performance
skill
21
Sven Långkalsång
performance
skill
18
rolling 2d6
(+)
4
2
6
LIIIIIINEE
Gary Kreeefrog (Chris)
performance
skill
1
Gary Kreeefrog (Chris)
performance
skill
2
rolling 1d6
()
4
4
Gary Kreeefrog (Chris)
nature
skill
21
rolling 2d8
(+)
6
8
14
Thinking back on it, you saw minor changes in Alyssa's behaviour after her death in the Feywild. You are fairly certain she came back as a doppelganger after that.
Gary Kreeefrog (Chris)
nature
skill
15
Gary Kreeefrog (Chris)
nature
skill
21
Gary Kreeefrog (Chris)
nature
skill
28
rolling 2d8
(+)
1
2
3
rolling 4d8
(+++)
3
1
3
7
14
Alexander "Železni" Zelov
performance
skill
3
A doppleganger....KILL HIM
Alexander "Železni" Zelov
perception
20
Sven Långkalsång
perception
20
forked
Alyssa Snapdragon
Lie to Me

.png)
.png)
.png)
*
ancestry feats and abilities
level: 1
traits: General, Skill
prerequisites: trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Alyssa Snapdragon
Confabulator

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*
skill feats
level: 2
traits: General, Skill
prerequisites: expert in Deception
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
Alyssa Snapdragon
Melodious Spell

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*
class feats and abilities
level: 4
traits: Bard, Concentrate, Spellshape
action: 1-action
You subtly weave your spellcasting into a performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
L-1000
Damn you internet
rolling 1d20
()
1
1
rolling 1d20
()
9
9
I Cose the only one that isn't a doppleganger
Gary Kreeefrog (Chris)
Root Reading

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, manipulate, wood
area: 30-foot emanation
You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or larger creatures in the area, you learn of their presence and they're undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a +1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check.
Sven Långkalsång
perception
22
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Sven Långkalsång
fortitude
saving throw
27
Gary Kreeefrog (Chris)
deception
skill
17
Gary Kreeefrog (Chris)
perception
25
Gary Kreeefrog (Chris)
Detect Magic

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Alyssa Snapdragon
stealth
skill
26
Gary Kreeefrog (Chris)
stealth
skill
9
rolling 1d20
()
7
7
Alyssa Snapdragon
thievery
skill
17
Gary Kreeefrog (Chris)
Read Aura

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*
arcane cantrip
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Alyssa Snapdragon
arcana
skill
9
Alyssa Snapdragon
arcana
skill
16
Alexander "Železni" Zelov
stealth
skill
26
Sven Långkalsång
stealth
skill
20
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
thievery
skill
26
Alexander "Železni" Zelov
perception
23
Gary Kreeefrog (Chris)
perception
23
Gary Kreeefrog (Chris)
Detect Magic

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Don't fail me now
Gary Kreeefrog (Chris)
perception
21
Alyssa Snapdragon
perception
9
rolling 1d3
()
1
1
No real effect
Gary Kreeefrog (Chris)
diplomacy
skill
2
Gary Kreeefrog (Chris)
diplomacy
skill
18
Alyssa Snapdragon
fortitude
saving throw
21
Sven Långkalsång
fortitude
saving throw
21
Gary Kreeefrog (Chris)
fortitude
saving throw
26
rolling 1d6
()
5
5
rolling 1d6
()
5
5
rolling 1d6
()
4
4
rolling 1d6
()
1
1
rolling 1d6
()
6
6
GARRYYY WHAT DID YOU DO
OH NO
OH NOOO
Sven Långkalsång
intimidation
skill
14
Thick thighs save lives
Search her bush
rolling 1d2
()
1
1
rolling 1d20
()
20
20
Calsinica
wisdom
ability
20
lol that shouldn't be +10
Calsinica
wisdom
ability
6
Gary Kreeefrog (Chris)
performance
skill
8
Alyssa Snapdragon
performance
skill
16
Calsinica
performance
skill
16
Alyssa Snapdragon
Musical Accompaniment

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*
occult cantrip
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Sven Långkalsång
perception
18
Alexander "Železni" Zelov
initiative
perception
19
Alexander "Železni" Zelov
perception
25
• Someone in the theatre has been tagged by the beasts
Alexander "Železni" Zelov
performance
skill
12
bullet =dogdeg
doged
Alexander "Železni" Zelov
initiative
perception
11
Sven Långkalsång
initiative
perception
16
Shadow Beast
initiative
stealth
20
Shadow Beast
Jaws
melee strike
Shadow Beast
Shadow Assault
offensive or proactive abilities
A creature bitten by a shadow beast must suceed on a DC 18 Will saving throw or become infested with darkened thoughts.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Sven Långkalsång
will
saving throw
26
Shadow Beast
Jaws
melee strike
Alyssa Snapdragon
perception
10
Gary Kreeefrog (Chris)
perception
15
Sven Långkalsång
Lantern (Hooded)
stowed item
bulk: L
quantity: 1
price: 7 sp
A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.
Calsinica
initiative
perception
15
Alexander "Železni" Zelov
unarmed fist
melee strike
attack
26
Agile, finesse, nonlethal, unarmed
damage
7
bludgeoning
Critical damage
20
bludgeoning
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2
15
Agile, finesse, nonlethal, unarmed
damage
8
bludgeoning
Critical damage
12
bludgeoning
Shadow Beast Hunter
fortitude
saving throw
27
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Shadow Beast Hunter
Jaws
melee strike
Alexander "Železni" Zelov
initiative
perception
26
Shadow Beast Hunter
Attack of Opportunity
automatic and reactive abilities
A shadow beast is a part of the shadows, and it has the attack of opportunity reaction against creatures in dim light or darkness.
Shadow Beast Hunter
Jaws
melee strike
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
15
damage
7
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
15
damage
12
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
4
Shadow Beast Hunter
Snuff
offensive or proactive abilities
action type: 2 Actions
The shadow beast snuffs all the lights in a 60-foot radius.
Shadow Beast Hunter
stealth
skill
32
Alexander "Železni" Zelov
perception
22
Shadow Beast Hunter
Jaws
melee strike
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
31
damage
9
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
15
damage
7
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Shadow Beast Hunter
fortitude
saving throw
27
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Shadow Beast Hunter
stealth
skill
22
Shadow Beast Hunter
Jaws
melee strike
Shadow Beast Hunter
Shadow Assault
offensive or proactive abilities
A creature bitten by a shadow beast hunter must suceed on a DC 20 Will saving throw or become infested with darkened thoughts.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Sven Långkalsång
will
saving throw
17
Sven Långkalsång
Powerful Leap

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general feats
level: 2
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Sven Långkalsång
athletics
skill
16
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
athletics
skill
18
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Combat Climber

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*
skill feats
level: 1
Your techniques allow you to fight as you climb. You're not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Sven Långkalsång
thievery
skill
25
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Gary Kreeefrog (Chris)
Raccoon Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Alexander "Železni" Zelov
athletics
skill
25
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
27
damage
10
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
he focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
15
damage
9
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Shadow Beast Hunter
acrobatics
skill
20
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Calsinica
Flaming Sword
melee strike
attack
25
Versatile P
Critical!
damage
1
Slashing
additional damage
6 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
Critical damage
14
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
13
damage
9
Critical damage
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
9
damage
8
Critical damage
20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
3
damage
6
Critical damage
12
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
27
damage
9
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
23
damage
9
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
26
damage
5
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Sven Långkalsång
Jeans
stowed item
quantity: 1
Sven Långkalsång
perception
14
Gary Kreeefrog (Chris)
survival
skill
23
Sven Långkalsång
Compass
stowed item
quantity: 1
price: 1 gp
A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).
Sven Långkalsång
survival
skill
16
Sven Långkalsång
Dildos
stowed item
quantity: 2
rolling 2d4
(+)
2
4
6
Sven Långkalsång
perception
12
Gary Kreeefrog (Chris)
Read Aura

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*
arcane cantrip
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Gary Kreeefrog (Chris)
Detect Magic

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
rolling 1d100
()
48
48
Gary Kreeefrog (Chris)
perception
20
Sven Långkalsång
perception
25
Alexander "Železni" Zelov
perception
17
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Sven Långkalsång
Piton
stowed item
quantity: 2
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Torch
stowed item
bulk: L
quantity: 5
price: 1 cp
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
no beain
brain
Sven Långkalsång
Prescient Planner

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*
general feats
level: 3
requirements: You haven't used this ability since the last time you were able to purchase goods.
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased - you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
Sven Långkalsång
Labor Lore
skill
12
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Alexander "Železni" Zelov
athletics
skill
24
Sven Långkalsång
athletics
skill
19
Alexander "Železni" Zelov
stealth
skill
18
Gary Kreeefrog (Chris)
Root Reading

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, manipulate, wood
area: 30-foot emanation
You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or larger creatures in the area, you learn of their presence and they're undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a +1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check.
Sven Långkalsång
Lawn chair
stowed item
bulk: 1
quantity: 1
Alexander "Železni" Zelov
perception
19
Gary Kreeefrog (Chris)
nature
skill
17
Alyssa Snapdragon
occultism
skill
20
Gary Kreeefrog (Chris)
will
saving throw
26
Gary Kreeefrog (Chris)
nature
skill
32
Alyssa Snapdragon
will
saving throw
14
Sven Långkalsång
athletics
skill
20
Alyssa Snapdragon
acrobatics
skill
21
Alyssa Snapdragon
thievery
skill
10
Alyssa Snapdragon
thievery
skill
23
Sven Långkalsång
athletics
skill
17
Gary Kreeefrog (Chris)
initiative
perception
23
Alyssa Snapdragon
initiative
perception
20
Sven Långkalsång
perception
11
Alexander "Železni" Zelov
initiative
perception
26
Alexander "Železni" Zelov
initiative
perception
26
Greater Shadow
initiative
stealth
25
Sven Långkalsång
initiative
perception
23
Alexander "Železni" Zelov
athletics
skill
19
Greater Shadow
shadow hand
melee strike
Greater Shadow
shadow hand
melee strike
Greater Shadow
shadow hand
melee strike
Greater Shadow
shadow hand
melee strike
Critical damage
30
Greater Shadow
Steal Shadow
offensive or proactive abilities
action type: 1
traits: divine, necromancy
The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 2 (or enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. The enfeebled value from Steal Shadow decreases by 1 every hour.
Gary Kreeefrog (Chris)
Heal

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*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
()
7
7
rolling 1d8
()
5
5
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
25
damage
6
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
()
6
6
Sven Långkalsång
Oversized Throw

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*
class feats and abilities
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Alexander "Železni" Zelov
Enfeebled
conditions - Value: 4
You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alyssa Snapdragon
Bardic Lore
skill
25
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alexander "Železni" Zelov
Mystic Strikes

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*
class feats and abilities
Focusing your will into your physical attacks imbues
them with mystical energy. Your unarmed attacks
become magical, allowing them to get past resistances to
non-magical attacks. However, you still need an item such
as handwraps of mighty blows to gain an item bonus to
attack rolls or increase your attacks’ weapon damage dice.
them with mystical energy. Your unarmed attacks
become magical, allowing them to get past resistances to
non-magical attacks. However, you still need an item such
as handwraps of mighty blows to gain an item bonus to
attack rolls or increase your attacks’ weapon damage dice.
Gary Kreeefrog (Chris)
Full set of silverware
stowed item
quantity: 1
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
20
damage
3
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
7
bludgeoning
Critical damage
6
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Greater Shadow
Darkness (At.will)
offensive or proactive abilities
action type: 2 Actions
traits: Occult
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.
Greater Shadow
shadow hand
melee strike
Gary Kreeefrog (Chris)
Dispel Magic

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*
arcane spell level 2
action: 2-action
traits: concentrate, manipulate
Range: 120 feet
TARGET: 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.
rolling 1d20
()
11
11
rolling 1d20
()
1
1
Gary Kreeefrog (Chris)
Full set of silverware
stowed item
quantity: 1
Sven Långkalsång
athletics
skill
30
Alyssa Snapdragon
reflex
saving throw
27
Sven Långkalsång
reflex
saving throw
25
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Gary Kreeefrog (Chris)
reflex
saving throw
13
Greater Shadow
reflex
saving throw
24
Alyssa Snapdragon
Sure Strike

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*
arcane innate spell level 1
action: 1-action
traits: concentrate, fortune
DURATION: until the end of your turn
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
27
damage
6
piercing
Critical damage
18
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
27
damage
6
piercing
Critical damage
20
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
rolling 1d20
()
13
13
Greater Shadow
shadow hand
melee strike
Greater Shadow
shadow hand
melee strike
Critical damage
40
I've come to talk to you again
Greater Shadow
shadow hand
melee strike
A chicken maybe?
Gary Kreeefrog (Chris)
Heal

.png)
.png)
.png)
*
divine spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
Greater Shadow
fortitude
saving throw
22
rolling 1d8
()
3
3
Sven Långkalsång
Bastard Sword
melee strike
Alyssa Snapdragon
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 8 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10+4
()
+49
13
Alyssa Snapdragon
Courageous Anthem

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.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
13
damage
4
bludgeoning
Critical damage
6
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
14
damage
3
bludgeoning
Critical damage
2
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
23
damage
5
bludgeoning
Critical damage
4
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Greater Shadow
fortitude
saving throw
12
Gary Kreeefrog (Chris)
Heal

.png)
.png)
.png)
*
primal spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC20
rolling 1d8
()
8
8
Greater Shadow
fortitude
saving throw
31
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
14
Two-hand d12
damage
16
slashing
Critical damage
28
slashing
Alyssa Snapdragon
Courageous Anthem

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
20
damage
5
piercing
Critical damage
18
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
15
damage
0
bludgeoning
Critical damage
8
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
7
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Greater Shadow
fortitude
saving throw
16
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
7
damage
6
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Greater Shadow
shadow hand
melee strike
Greater Shadow
shadow hand
melee strike
Critical damage
20
Gary Kreeefrog (Chris)
Heal

.png)
.png)
.png)
*
primal spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC20
rolling 1d8
()
4
4
Greater Shadow
fortitude
saving throw
29
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
1
Two-hand d12
damage
14
slashing
Critical damage
30
slashing
Gary Kreeefrog (Chris)
Treat wounds

.png)
.png)
.png)
*
action
action type: Other 10 min
requirements: You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains
Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains
Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
Gary Kreeefrog (Chris)
medicine
skill
17
rolling 1d8
()
6
6
rolling 1d8
()
2
2
Gary Kreeefrog (Chris)
perception
31
Alyssa Snapdragon
thievery
skill
22
rolling 1d20
()
15
15
rolling 1d20
()
7
7
rolling 1d20
()
12
12
rolling 1d20
()
18
18
Sven Långkalsång
Ducane letter
stowed item
quantity: 1
Fist=sigma
Gary Kreeefrog (Chris)
religion
skill
18
stealth training for alex
Alyssa Snapdragon
performance
skill
29
rolling 1d100
()
62
62
He's costing more than the guild
We could try
to get some discipline
cause damn
RIGHT???
lol ermolos gets it now
back
She did talk to Sven about it lol
As you two are talking, you see Alex desperately trying to get away from Hannah and Aemond, who are bombaring him with questions.
bombarding*
I dumb
I dunno
Sven Långkalsång
perception
29
Alyssa Snapdragon
Musical Accompaniment

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.png)
.png)
*
occult cantrip
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 17
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (1)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (1)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Make him deal with it
Alyssa Snapdragon
initiative
perception
22
Alexander "Železni" Zelov
initiative
perception
29
Gary Kreeefrog (Chris)
initiative
perception
15
Sven Långkalsång
initiative
perception
12
Rat Swarm
initiative
perception
10
Alexander "Železni" Zelov
intimidation
skill
16
Alexander "Železni" Zelov
Catch this
ranged strike
attack
21
damage
7
Critical damage
12
rolling 1d8
()
1
1
Alyssa Snapdragon
intimidation
skill
27
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 5
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (3)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (3)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Gary Kreeefrog (Chris)
dexterity
ability
11
Alyssa Snapdragon
reflex
saving throw
25
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 5 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Alyssa Snapdragon
Blood Vendetta

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.png)
.png)
*
spell level 2
damage
8
see text
Critical damage
8
see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC14
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
Alyssa Snapdragon
Blood Vendetta

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.png)
.png)
*
occult spell level 2
damage
5
see text
Critical damage
8
see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC20
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
Rat, Giant
will
saving throw
21
8
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 3 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Sven Långkalsång
reflex
saving throw
27
15
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
22
damage
12
bludgeoning
Critical damage
10
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
28
damage
10
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alyssa Snapdragon
Eat Fire

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*
occult cantrip
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
rolling 1d8
()
3
3
Alyssa Snapdragon
YEET
ranged strike
attack
21
damage
0
Critical damage
0
Alyssa Snapdragon
thievery
skill
9
Alyssa Snapdragon
Courageous Anthem

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
rolling 1d20
()
18
18
Gary Kreeefrog (Chris)
Grease

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*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Gary Kreeefrog (Chris)
dexterity
ability
6
Gary Kreeefrog (Chris)
dexterity
ability
13
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 5
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (8)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (8)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Rat, Giant
reflex
saving throw
27
Rat Swarm
reflex
saving throw
8
rolling 1d8
()
3
3
Rat Swarm
reflex
saving throw
15
Rat, Giant
reflex
saving throw
15
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 5 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Alyssa Snapdragon
reflex
saving throw
15
Alyssa Snapdragon
reflex
saving throw
18
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 6 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Sven Långkalsång
reflex
saving throw
9
Sven Långkalsång
reflex
saving throw
8
5
Alexander "Železni" Zelov
athletics
skill
14
Alexander "Železni" Zelov
athletics
skill
14
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
22
damage
12
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alyssa Snapdragon
Soothe

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.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 11 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Gary Kreeefrog (Chris)
Grease

.png)
.png)
.png)
*
arcane spell level 1
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
• Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
• Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Gary Kreeefrog (Chris)
Raccoon Form

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.png)
.png)
*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
performance
skill
20
rolling 1d8
()
4
4
Elemental, Cinder Rat
perception
26
Alexander "Železni" Zelov
Catch this
ranged strike
attack
24
damage
5
Critical damage
14
Alexander "Železni" Zelov
intimidation
skill
14
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 1 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Alexander "Železni" Zelov
reflex
saving throw
26
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Alexander "Železni" Zelov
fortitude
saving throw
27
Elemental, Cinder Rat
jaws
melee strike
Gary Kreeefrog (Chris)
reflex
saving throw
26
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 1 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Gary Kreeefrog (Chris)
fortitude
saving throw
23
Alyssa Snapdragon
Courageous Anthem

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
YEET
ranged strike
attack
24
damage
0
Critical damage
0
rolling 1d8
()
1
1
rolling 1d20
()
4
4
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2
24
Two-hand d12
Critical!
damage
12
slashing
Critical damage
22
slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
fortitude
saving throw
15
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alexander "Železni" Zelov
fortitude
saving throw
19
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
25
damage
9
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
14
damage
7
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Elemental, Cinder Rat
fortitude
saving throw
21
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
18
damage
7
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 4 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Sven Långkalsång
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
reflex
saving throw
10
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alexander "Železni" Zelov
reflex
saving throw
29
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 5 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Gary Kreeefrog (Chris)
reflex
saving throw
10
Elemental, Cinder Rat
jaws
melee strike
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Elemental, Cinder Rat
jaws
melee strike
Elemental, Cinder Rat
jaws
melee strike
Alyssa Snapdragon
Void Warp

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*
occult cantrip
damage
6
void
Critical damage
10
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC20
Elemental, Cinder Rat
fortitude
saving throw
25
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
9
damage
11
Critical damage
14
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
9
damage
7
Critical damage
22
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
17
damage
3
Critical damage
16
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
fortitude
saving throw
27
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
28
damage
12
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
21
damage
9
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
fortitude
saving throw
21
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 6 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Gary Kreeefrog (Chris)
reflex
saving throw
24
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
reflex
saving throw
14
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alyssa Snapdragon
Void Warp

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*
occult cantrip
damage
5
void
Critical damage
6
void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC20
Rat Swarm
fortitude
saving throw
21
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
13
damage
12
Critical damage
16
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
10
damage
7
Critical damage
12
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
2
damage
6
Critical damage
30
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Throw shit
ranged strike
attack
22
damage
13
Critical damage
28
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Wererat
perception
16
rolling 1d8
()
6
6
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
31
damage
12
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
30
Sven Långkalsång
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
thievery
skill
20
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
27
damage
7
piercing
Critical damage
16
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Wererat
jaws
melee strike
Alyssa Snapdragon
fortitude
saving throw
16
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Sven Långkalsång
fortitude
saving throw
25
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alyssa Snapdragon
fortitude
saving throw
24
Elemental, Cinder Rat
jaws
melee strike
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
10
damage
6
Critical damage
18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
5
damage
9
Critical damage
26
Gary Kreeefrog (Chris)
fortitude
saving throw
26
Sven Långkalsång
athletics
skill
14
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2
6
Two-hand d12
damage
19
slashing
Critical damage
40
slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3
0
Two-hand d12
damage
21
slashing
Critical damage
32
slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alexander "Železni" Zelov
Catch this
ranged strike
attack
11
damage
7
Critical damage
12
Alyssa Snapdragon
Stupefy

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*
occult spell level 2
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC20
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Wererat
will
saving throw
11
Wererat
jaws
melee strike
Elemental, Cinder Rat
jaws
melee strike
Elemental, Cinder Rat
jaws
melee strike
Elemental, Cinder Rat
jaws
melee strike
Alexander "Železni" Zelov
fortitude
saving throw
17
Wererat
jaws
melee strike
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Elemental, Cinder Rat
jaws
melee strike
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
10
damage
8
Critical damage
26
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
15
damage
3
Critical damage
18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
11
damage
6
Critical damage
16
Sven Långkalsång
fortitude
saving throw
19
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
fortitude
saving throw
16
Alyssa Snapdragon
fortitude
saving throw
22
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2
16
Two-hand d12
damage
18
slashing
Critical damage
30
slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
rolling 1d20
()
9
9
rolling 1d20
()
19
19
See, when Sven hits, combats are not that hard
if*
Alexander "Železni" Zelov
fortitude
saving throw
20
Alexander "Železni" Zelov
athletics
skill
22
Alexander "Železni" Zelov
athletics
skill
24
Elemental, Cinder Rat
reflex
saving throw
15
Alexander "Železni" Zelov
intimidation
skill
21
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
14
damage
8
piercing
Critical damage
8
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Wererat
shortsword
melee strike
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
17
damage
10
Critical damage
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
12
damage
11
Critical damage
16
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
15
damage
12
Critical damage
18
Sven Långkalsång
Oversized Throw

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*
class feats and abilities
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Sven Långkalsång
athletics
skill
26
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
athletics
skill
25
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Oversized Throw
ranged strike
attack
9
damage
17
bludgeoning
Critical damage
24
bludgeoning
Range: 20
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
22
damage
8
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
9
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
perception
18
Gary Kreeefrog (Chris)
Cleanse Affliction

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*
divine spell level 2
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Gary Kreeefrog (Chris)
medicine
skill
25
rolling 3d12
(++)
2
1
7
10
Gary Kreeefrog (Chris)
medicine
skill
18
Gary Kreeefrog (Chris)
medicine
skill
26
Gary Kreeefrog (Chris)
medicine
skill
27
Cut*
Remove the "hood"
Gary Kreeefrog (Chris)
Cleanse Affliction

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*
divine spell level 2
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
rolling 1d8
()
1
1
Alyssa Snapdragon
Illusory Disguise

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*
occult spell level 1
action: 2-action
traits: concentrate, illusion, manipulate, visual
Range: 30 feet
TARGET: 1 willing creature
area: 1 hour
heightened effects: Heightened (3rd) The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Alyssa Snapdragon
deception
skill
28
Alexander "Železni" Zelov
deception
skill
17
Wererat
deception
skill
16
Sven Långkalsång
deception
skill
5
Gary Kreeefrog (Chris)
Unicorn Heal

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*
primal innate spell level 1
damage
7
Critical damage
2
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC17
Gary Kreeefrog (Chris)
Fey Influence

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*
ancestry feats and abilities
level: 5
You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features that grants an innate primal spell that can be used once per day.
• Unicorn You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast heal.
• Unicorn You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast heal.
Alyssa Snapdragon
Grimspawn

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*
ancestry feats and abilities
level: 1
traits: Lineage, Nephilim
Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard general feat.
Alyssa Snapdragon
Diehard

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*
general feats
level: 1
traits: General
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
ROLL A 1D12
rolling 1d12
()
6
6
Sven Långkalsång
perception
25
Sven Långkalsång
society
skill
3
You can loan a soul from Pompefist, he probably has some in stock
Alyssa Snapdragon
occultism
skill
15
Alyssa Snapdragon
perception
10
Gary Kreeefrog (Chris)
perception
31
Alyssa Snapdragon
deception
skill
17
Sven Långkalsång
perception
22
Alexander "Železni" Zelov
perception
20
Gary Kreeefrog (Chris)
perception
17
Alexander "Železni" Zelov
Soap
stowed item
bulk: L
quantity: 1
price: 2 cp
SUBCATEGORY: Adventuring Gear
HANDS: 1
HANDS: 1
Alyssa Snapdragon
thievery
skill
27
Waiting for combat
Sven Långkalsång
will
saving throw
24
Gurmazul, Whitechin and Sven start leaving the room together.
Why would he fight a bunch of bloodthirsty adventurers
hes totally gonna go build an amrmy
Alyssa Snapdragon
diplomacy
skill
17
Alexander "Železni" Zelov
intimidation
skill
15
Sven Långkalsång
religion
skill
22
Gary Kreeefrog (Chris)
perception
31
Gary Kreeefrog (Chris)
nature
skill
19
Gary Kreeefrog (Chris)
occultism
skill
14
Alexander "Železni" Zelov
occultism
skill
14
Alyssa Snapdragon
Ghostly Weapon

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*
occult spell level 3
action: 2-action
traits: concentrate, manipulate
Range: touch
TARGET: 1 weapon that is either unattended or wielded by you or a willing ally
DURATION: 5 minutes
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the ghost touch property rune (GM Core), meaning it is magical if it wasn’t already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.
Alyssa Snapdragon
Haste (s)

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*
occult spell level 3
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (7th) You can target up to 6 creatures.
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
TAKE MINE
On the topic of "complicated" B names
Alyssa Snapdragon
will
saving throw
22
Sven Långkalsång
perception
22
Alexander "Železni" Zelov
perception
30
Alexander "Železni" Zelov
diplomacy
skill
19
studded leather armor in book- 3gp
and how much for alchemist fire and healing potions?
Alyssa Snapdragon
Lesser Alchemist's Fire

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*
action
action type: 1-action
This alchemical bomb deals 1d8 (2) fire damage, 1 persistent fire damage, and 1 fire splash damage.
aka pining
poor ermolos is gonna have a broken heart from this
And he accuses Ray of making this a dating sim
Immediately or later
LUKA
WHY DO TYOU PHRASE IT LIKE THAT
right no
later
etc
s o u l l e s s
Lol Alex sounds jealous out of context
Aemond has just been thinking about food this entire time
IM SORRY FOR WANTING MY SOUL
Spoken as a good guy
o.O
Mark my words
He better get a good wheelchair
Goog luck pissing in a bag for the rest of your life
I will break his dick bone
Alex in jail for life.
Alyssa, one in Tess harem
Gary, souless living in dumsters eating trash
Sven, killed for being an anarkist
Is Alex starting to sound like Hotep?
this does sound like Ex and new BF
Mans best friend
AAA - Absolutely Average Adventurers
Merchandise
melee strike
AAA - Absolutely Average Adventurers
Popularity
melee strike
Sven Långkalsång
Fancy Clothes
stowed item
quantity: 1
shockeeerrr
its not very ducain of him to live in luxury
Alexander "Železni" Zelov
diplomacy
skill
11
Alexander "Železni" Zelov
perception
21
in 1 turn!
rolling 1d10
()
4
4
Sven Långkalsång
perception
26
Alyssa Snapdragon
perception
21
Sven Långkalsång
perception
29
Alyssa Snapdragon
deception
skill
28
Sven Långkalsång
perception
16
Alexander "Železni" Zelov
diplomacy
skill
16
Alexander "Železni" Zelov
diplomacy
skill
13
is Vassindo a frat boy or something?
Just look at his mansion
lol fair
she knows all the hotgossip
SHE KNOOWWSS
Gary Kreeefrog (Chris)
diplomacy
skill
3
Gary Kreeefrog (Chris)
diplomacy
skill
11
oh that sounded b a r
bad*
Oold Moby Dich there
Wear a Condom!
Good God
The STDs there could melt a snails shell
Sven Långkalsång
perception
20
rolling 1d10
()
4
4
Punch him
Do*
Maybe a cheeky ass grab
Gary Kreeefrog (Chris)
diplomacy
skill
10
Sven Långkalsång
deception
skill
7
Alexander "Železni" Zelov
diplomacy
skill
16
I hate talking to these people
Where is a good brawl when you need it
Alyssa Snapdragon
perception
13
Gary Kreeefrog (Chris)
fortitude
saving throw
33
asfgsdfasd
Gary Kreeefrog (Chris)
perception
18
Alexander "Železni" Zelov
diplomacy
skill
8
Alexander "Železni" Zelov
diplomacy
skill
22
Am I?
Alexander "Železni" Zelov
perception
22
Sven Långkalsång
diplomacy
skill
9
days in the attic
forget the sex dungeon welcome to the sex attic
Gary Kreeefrog (Chris)
perception
29
Alyssa Snapdragon
performance
skill
33
Alexander "Železni" Zelov
will
saving throw
29
Holy mother of ass crack
God damn
a
A complementary fuck boy
What is my life?
Alexander "Železni" Zelov
strength
ability
5
Alexander "Železni" Zelov
will
saving throw
28
Gary Kreeefrog (Chris)
society
skill
15
Gary Kreeefrog (Chris)
diplomacy
skill
2
Gary Kreeefrog (Chris)
diplomacy
skill
19
Alyssa Snapdragon
diplomacy
skill
26
Weird threeway time
Do IT!
Make him cry
Sven Långkalsång
Fancy Clothes
stowed item
quantity: 1
rolling 1d12
()
5
5
Alyssa Snapdragon
Melodious Spell

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*
class feats and abilities
level: 4
traits: Bard, Concentrate, Spellshape
action: 1-action
You subtly weave your spellcasting into a performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.
As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Gary Kreeefrog (Chris)
perception
27
Sven Långkalsång
perception
19
Alyssa Snapdragon
perception
12
Alexander "Železni" Zelov
perception
28
Alyssa Snapdragon
Bardic Lore
skill
30
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
Prestidigitation

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*
occult cantrip
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Fear of deep water has been gained
Sven Långkalsång
athletics
skill
20
Dunk on there fools
Hopefully some of them will drown
Alexander "Železni" Zelov
diplomacy
skill
22
While this is happening, Tess will ask Alyssa for a dance


Alexander "Železni" Zelov
athletics
skill
31
Sven Långkalsång
Assurance

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*
skill feats
level: 1
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Sven Långkalsång
athletics
skill
28
rolling 1d100
()
12
12
rolling 1d100
()
22
22
Alexander "Železni" Zelov
athletics
skill
26
Sven Långkalsång
athletics
skill
18
rolling 4d20
(+++)
18
12
17
2
49

Alyssa Snapdragon
perception
26
Gary Kreeefrog (Chris)
performance
skill
1
Gary Kreeefrog (Chris)
stealth
skill
8
Gary cannot catch a break

Alyssa Snapdragon
diplomacy
skill
29
Tess
diplomacy
skill
35
10
Sven Långkalsång
Pinwheel
stowed item
quantity: 1
This paper and wood pinwheel spins when blown upon by a person or the wind.
Alexander "Železni" Zelov
perception
11
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).

Alyssa Snapdragon
arcana
skill
16
Yeah alyssa is going back to the courtyard to find a key hopefully
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
rolling 1d6
()
3
3
rolling 1d4
()
4
4
rolling 1d4
()
2
2
First rune: merchant
Second rune: hindrance
Third rune: life
rolling 1d6
()
1
1
rolling 1d4
()
4
4
rolling 1d4
()
1
1
First rune: treasure
Second rune: hindrance
Third rune: danger
Alyssa Snapdragon
Sonata Span

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*
occult spell level 2
action: 2-action
cast: Somatic, Verbal
area: 30ft line
DURATION: sustained
By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge.
Sven Långkalsång
Rope (50 ft)
stowed item
bulk: L
quantity: 2
Alyssa Snapdragon
Eat Fire

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*
occult cantrip
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
6
Alexander "Železni" Zelov
fortitude
saving throw
31
Alyssa Snapdragon
fortitude
saving throw
27
Gary Kreeefrog (Chris)
fortitude
saving throw
30
Sven Långkalsång
fortitude
saving throw
29
Tess
fortitude
saving throw
33
+1 status to all saves vs. magic
3
Alex will stay at the enterance
inside
Sven Långkalsång
Robahl monocle
stowed item
quantity: 1
Sven Långkalsång
Anubis Dimond
stowed item
quantity: 1
Sven Långkalsång
Robahl monocle
stowed item
quantity: 1
Sven Långkalsång
Basic Face Mask
stowed item
quantity: 1
This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis.
Sven Långkalsång
Library Card
stowed item
quantity: 1
Gary Kreeefrog (Chris)
Small fey wild sapling
stowed item
quantity: 1
Alyssa Snapdragon
diplomacy
skill
19
Gary Kreeefrog (Chris)
diplomacy
skill
9
Alyssa Snapdragon
diplomacy
skill
26
Now many of those around
not*
I can oil myself up
IF that makes a difference
Gary Kreeefrog (Chris)
Cleanse Affliction

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*
divine spell level 2
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Sven Långkalsång
Clay
stowed item
quantity: 1
This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay.
rolling 1d6
()
3
3
rolling 1d4
()
1
1
rolling 1d4
()
1
1
Merchant
Boon
Danger
rolling 1d6
()
1
1
rolling 1d4
()
2
2
rolling 1d4
()
2
2
Treasure
Hindrance
Life
Danger
Gary Kreeefrog (Chris)
Root Reading

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, manipulate, wood
area: 30-foot emanation
You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or larger creatures in the area, you learn of their presence and they're undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a +1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check.
Alexander "Železni" Zelov
perception
21
Gary Kreeefrog (Chris)
perception
19
Alexander "Železni" Zelov
initiative
perception
30
Gary Kreeefrog (Chris)
initiative
perception
17
Alyssa Snapdragon
initiative
perception
19
rolling 1d20
()
6
6
Alexander "Železni" Zelov
athletics
skill
28
Alexander "Železni" Zelov
reflex
saving throw
15
Gary Kreeefrog (Chris)
Animal Form

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*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
You also gain specific abilities based on the animal you choose:
• Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
• Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
• Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
• Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
• Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
• Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Sven Långkalsång
initiative
perception
24
Sven Långkalsång
Powerful Leap

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*
skill feats
level: 2
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Sven Långkalsång
athletics
skill
29
Sven Långkalsång
reflex
saving throw
14
rolling 1d20
()
13
13
rolling 1d20
()
16
16
rolling 1d20
()
17
17
rolling 1d20
()
7
7
rolling 1d20
()
3
3
Alyssa Snapdragon
reflex
saving throw
29
Alexander "Železni" Zelov
reflex
saving throw
21
Sven Långkalsång
reflex
saving throw
25
Gary Kreeefrog (Chris)
reflex
saving throw
10
Tess
reflex
saving throw
26
+1 status to all saves vs. magic
12
rolling 1d20
()
5
5
rolling 1d20
()
19
19
rolling 1d20
()
20
20
rolling 1d20
()
17
17
rolling 1d20
()
5
5
31
Alyssa Snapdragon
reflex
saving throw
24
Tess
reflex
saving throw
32
+1 status to all saves vs. magic
16
Gary Kreeefrog (Chris)
Heal

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*
primal spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC21
Alexander "Železni" Zelov
Minor healing potion
stowed item
quantity: 2
1d8 healing
rolling 1d8
()
2
2
rolling 1d8
()
7
7
rolling 1d8
()
6
6
Gary Kreeefrog (Chris)
Treat wounds

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*
action
action type: Other 10 min
requirements: You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains
Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains
Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
In order :
Tess
Sven
Ray
Gary
Gary Kreeefrog (Chris)
medicine
skill
25
Gary Kreeefrog (Chris)
medicine
skill
13
Gary Kreeefrog (Chris)
medicine
skill
26
Gary Kreeefrog (Chris)
medicine
skill
17
Gary Kreeefrog (Chris)
medicine
skill
25
10
Alyssa Snapdragon
Lesser Healing Potion

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*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (12) Hit Points.
rolling 2d8
(+)
3
2
5
rolling 4d8
(+++)
1
8
8
1
18
rolling 4d8
(+++)
2
6
6
6
20
rolling 4d8
(+++)
6
5
3
8
22
6 points of healing
rolling 1d8
()
5
5
rolling 1d8
()
3
3
rolling 1d4
()
1
1
rolling 1d5
()
3
3
Alyssa Snapdragon
occultism
skill
21
rolling 1d8
()
6
6
rolling 1d6
()
6
6
rolling 1d4
()
2
2
rolling 1d4
()
4
4
Skull
Respite
Peace
rolling 1d6
()
3
3
rolling 1d4
()
4
4
rolling 1d4
()
4
4
Merchant
Unholy pact
Peace
rolling 1d4
()
1
1
Alexander "Železni" Zelov
perception
28
Succubus
deception
skill
21
rolling 1d5
()
1
1
Sven Långkalsång
will
saving throw
13
Sven Långkalsång
will
saving throw
20
Sven Långkalsång
will
saving throw
21
Gary Kreeefrog (Chris)
Cleanse Affliction

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*
divine spell level 2
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Alexander "Železni" Zelov
athletics
skill
28
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Sven Långkalsång
will
saving throw
27
rolling 1d4
()
4
4
Alexander "Železni" Zelov
will
saving throw
22
Sven Långkalsång
athletics
skill
31
Alyssa Snapdragon
occultism
skill
17
Sven Långkalsång
deception
skill
7
rolling 1d4
()
1
1
rolling 1d4
()
1
1
rolling 1d4
()
3
3
rolling 1d10
()
3
3
Alyssa Snapdragon
occultism
skill
26
+1 status bonus
rolling 1d6
()
6
6
rolling 1d4
()
3
3
rolling 1d4
()
1
1
Skull (boss)
Respite
Danger
rolling 1d6
()
2
2
rolling 1d4
()
4
4
rolling 1d4
()
4
4
Traps
Unholy Pact
Peace
Alyssa Snapdragon
Sonata Span

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*
occult spell level 2
action: 2-action
cast: Somatic, Verbal
area: 30ft line
DURATION: sustained
By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge.
Alyssa Snapdragon
initiative
perception
17
Sven Långkalsång
initiative
perception
29
Gary Kreeefrog (Chris)
initiative
perception
23
Alexander "Železni" Zelov
initiative
perception
27
rolling 1d8
()
6
6
rolling 1d8
()
6
6
rolling 1d8
()
3
3
rolling 1d20
()
9
9
rolling 1d20
()
5
5
Tess
perception
20
Sven Långkalsång
Oversized Throw

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*
class feats and abilities
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Sven Långkalsång
athletics
skill
25
rolling 1d20
()
8
8
rolling 1d20
()
13
13
rolling 1d20
()
2
2
Alyssa Snapdragon
Blood Vendetta (s)

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*
occult spell level 2
damage
6
see text
Critical damage
12
see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC21
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
rolling 1d20
()
10
10
12 5
Tess
Unarmed fist
melee strike
attack
38
Agile, finesse, magical
damage
16
Bludgeoning
additional damage
5 Spirit
Tess
Unarmed fist
melee strike
attack #2
23
Agile, finesse, magical
damage
22
Bludgeoning
additional damage
4 Spirit
Tess
Unarmed fist
melee strike
Critical damage
32
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Eclipse
melee strike
attack
21
Agile, deadly d6, finesse, thrown 20 ft., versatile S
damage
6
piercing
Critical damage
12
piercing
Alyssa Snapdragon
Eclipse
melee strike
attack #2
21
Agile, deadly d6, finesse, thrown 20 ft., versatile S
damage
7
piercing
Critical damage
7
piercing
rolling 1d20
()
9
9
rolling 1d20
()
18
18
rolling 1d20
()
9
9
rolling 1d20
()
10
10
Sven Långkalsång
athletics
skill
33
Alexander "Železni" Zelov
athletics
skill
24
Alyssa Snapdragon
Bardic Lore
skill
32
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
+1 status bonus
+1 status bonus
For most demons, possessing a creature requires a ritual, magic item, or condition, but for invidiaks, who lack a body, possession is akin to donning a suit of clothing. Known also as shadow demons, invidiaks are formed from envious mortal souls.
Abrikandilu: Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy.
An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face—reflected in a mirror, a shield, or even a pool of water— can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.
Alyssa Snapdragon
Lesser Healing Potion

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*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (16) Hit Points.
rolling 1d4
()
1
1
rolling 1d4
()
3
3
Alyssa Snapdragon
occultism
skill
19
+1 status bonus
The armor is +1 resilient full plate and the DC is 24
Will nooooo
Alexander "Železni" Zelov
perception
12
Alyssa Snapdragon
Bardic Lore
skill
15
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
+1 status bonus
+1 status bonus
Gary Kreeefrog (Chris)
Read Aura

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*
arcane cantrip
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Gary Kreeefrog (Chris)
Detect Magic

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*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
And were warned about coming closer
Sven Långkalsång
perception
13
Sven Långkalsång
Clay
stowed item
quantity: 1
This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay.
Sven Långkalsång
Chalk
stowed item
quantity: 9
price: 1 cp
Alyssa Snapdragon
occultism
skill
32
+1 status bonus
Sven Långkalsång
Net
stowed item
bulk: 1
quantity: 1
price: 1 gp
You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty.
When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.
When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.
Sven Långkalsång
Grappling Hook
stowed item
bulk: L
quantity: 2
price: 1 sp
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
New to balancing this edition and stuff
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Gary Kreeefrog (Chris)
initiative
perception
33
Alexander "Železni" Zelov
initiative
perception
19
Alyssa Snapdragon
initiative
perception
25
Balrog's Shade
perception
41
Sven Långkalsång
initiative
perception
23
Imp
perception
26
Balrog's Shade
initiative
perception
37
Imp
initiative
perception
23
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 7 fire damage, or 17 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 9 fire damage, and weapons that hit a balor take 8 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Gary Kreeefrog (Chris)
athletics
skill
15
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Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
25
damage
8
piercing
Critical damage
24
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Tess
initiative
perception
21
Sven Långkalsång
athletics
skill
32
Alexander "Železni" Zelov
Titan Wrestler

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*
skill feats
skill: Athletics
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Sven Långkalsång
Titan Wrestler

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*
skill feats
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Alexander "Železni" Zelov
athletics
skill
31
Balrog's Shade
athletics
skill
30
nice
Balrog's Shade
athletics
skill
32
Balrog's Shade
vorpal cold iron silver longsword
melee strike
attack
34
evil, magical, reach 10 feet, versatile P
damage
14
slashing
additional damage
2 evil
Vorpal's shadow: upon rolling a Natural 20 on a Strike, the creature hit must make a DC 16 Fortitude Saving Throw or lose its head.
Balrog's Shade
vorpal cold iron silver longsword
melee strike
Critical damage
28
Vorpal's shadow: upon rolling a Natural 20 on a Strike, the creature hit must make a DC 16 Fortitude Saving Throw or lose its head.
Gary Kreeefrog (Chris)
occultism
skill
13
Gary Kreeefrog (Chris)
Mad Raccoons

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*
primal spell level 3
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
rolling 1d20
()
9
9
rolling 1d20
()
20
20
.jpg)
Alyssa Snapdragon
Courageous Anthem

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Needle Darts

.png)
.png)
.png)
*
occult cantrip
attack
18
damage
15
piercing
Critical damage
22
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Imp
Stinger
melee strike
attack
15
Agile, evil, finesse, magical
damage
0
piercing
additional damage
1 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack
10
Agile, evil, finesse, magical
damage
0
piercing
additional damage
2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2
19
Agile, evil, finesse, magical
damage
2
piercing
additional damage
1 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack
16
Agile, evil, finesse, magical
damage
2
piercing
additional damage
4 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack
19
Agile, evil, finesse, magical
damage
1
piercing
additional damage
3 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2
17
Agile, evil, finesse, magical
damage
0
piercing
additional damage
4 evil
Imp Venom, Fortitude save DC 16
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 8 fire damage, or 13 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 11 fire damage, and weapons that hit a balor take 8 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Balrog's Shade
cold iron silver flame whip
melee strike
attack
33
disarm, evil, fire, magical, reach 20 feet, trip
damage
10
fire
additional damage
1 evil
and Improved Grab, and whip reposition
Balrog's Shade
cold iron silver flame whip
melee strike
Critical damage
24
and Improved Grab, and whip reposition
Sven Långkalsång
Deny Advantage

.png)
.png)
.png)
*
class feats and abilities
level: 3
Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Sven Långkalsång
athletics
skill
20
Sven Långkalsång
athletics
skill
35
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
27
damage
8
bludgeoning
Critical damage
16
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
27
damage
5
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Stunning Fist

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.png)
.png)
*
class feats and abilities
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Balrog's Shade
fortitude
saving throw
26
+1 status to all saves vs. magic
Balrog's Shade
athletics
skill
23
Balrog's Shade
cold iron silver flame whip
melee strike
attack #2
23
disarm, evil, fire, magical, reach 20 feet, trip
damage
10
fire
additional damage
4 evil
and Improved Grab, and whip reposition
Sven Långkalsång
Deny Advantage

.png)
.png)
.png)
*
class feats and abilities
level: 3
Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 9 fire damage, or 20 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 8 fire damage, and weapons that hit a balor take 9 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
16
damage
5
bludgeoning
Critical damage
12
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Balrog's Shade
cold iron silver flame whip
melee strike
attack #3
16
disarm, evil, fire, magical, reach 20 feet, trip
damage
10
fire
additional damage
2 evil
and Improved Grab, and whip reposition
rolling 1d20
()
8
8
Gary Kreeefrog (Chris)
Glas sand

.png)
.png)
.png)
*
primal spell level 3
action: 1-action
cast: material, somatic
traits: Uncommon, Earth, Evocation
area: 60-foot cone
heightened effects: Heightened (+1) The damage increases by 2d6.
You throw a handful of sand that transforms into jagged shards of glass. Creatures in the area take 4d6 slashing damage and must attempt a Reflex save.
saving throw reflex DC21
critical success: Critical Success The target is unaffected.
success: Success The target takes half damage.
failure: Failure The target takes full damage and 1 persistent bleed damage.
critical failure: Critical Failure The target takes double damage and 2 persistent bleed damage.
Imp
reflex
saving throw
12
Imp
reflex
saving throw
16
Imp
reflex
saving throw
16
Imp
reflex
saving throw
24
Alexander "Železni" Zelov
reflex
saving throw
21
Balrog's Shade
reflex
saving throw
24
+1 status to all saves vs. magic
rolling 4d6
(+++)
1
3
5
5
14
.jpg)
Alyssa Snapdragon
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 5 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
()
7
7
Imp
Stinger
melee strike
attack
13
Agile, evil, finesse, magical
damage
3
piercing
additional damage
2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack
21
Agile, evil, finesse, magical
damage
3
piercing
additional damage
4 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack
25
Agile, evil, finesse, magical
damage
0
piercing
additional damage
3 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack
22
Agile, evil, finesse, magical
damage
1
piercing
additional damage
1 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2
14
Agile, evil, finesse, magical
damage
1
piercing
additional damage
2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2
19
Agile, evil, finesse, magical
damage
0
piercing
additional damage
1 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2
16
Agile, evil, finesse, magical
damage
3
piercing
additional damage
2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2
23
Agile, evil, finesse, magical
damage
0
piercing
additional damage
3 evil
Imp Venom, Fortitude save DC 16
.jpg)
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 6 fire damage, or 18 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 8 fire damage, and weapons that hit a balor take 11 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #2
10
Two-hand d12
damage
18
slashing
Critical damage
32
slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
PUSSIO
Overprotective mom Alyssa
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
30
damage
12
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
15
damage
12
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
27
Critical!
damage
6
bludgeoning
Critical damage
14
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Balrog's Shade
fortitude
saving throw
33
+1 status to all saves vs. magic
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 9 fire damage, or 18 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 11 fire damage, and weapons that hit a balor take 7 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
11
A creature that hits a balrog with an unarmed Strike takes 11 fire damage, and weapons that hit a balor take 7 fire damage.
Balrog's Shade
cold iron silver flame whip
melee strike
attack
30
disarm, evil, fire, magical, reach 20 feet, trip
damage
10
fire
additional damage
1 evil
and Improved Grab, and whip reposition
Balrog's Shade
athletics
skill
25
Balrog's Shade
Whip Reposition
offensive or proactive abilities
When a balor grabs a creature with a whip Strike, they can move the creature to any space in the whip’s reach. The balor can move without ending the grab as long as the creature remains within the whip’s reach, and the balor can move the creature to any other space in the whip’s reach with an Interact action.
Sven Långkalsång
Combat Climber

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*
skill feats
level: 1
Your techniques allow you to fight as you climb. You're not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Sven Långkalsång
athletics
skill
24
zzz
rolling 1d20
()
12
12
Gary Kreeefrog (Chris)
Heal

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*
primal spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC21
rolling 1d8
()
8
8
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Alyssa Snapdragon
thievery
skill
25
+1 status bonus
Alexander "Železni" Zelov
perception
22
Tess
Shadow Blast

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*
divine spell level 5
damage
19
see text
action: 2-action
traits: concentrate, manipulate, shadow
Range: varies
area: varies
heightened effects: Heightened (+1) The damage increases by 1d8.
Defense basic Reflex or Will (target’s choice)
You shape the shadow substance of the Netherworld into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic, or spirit damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 6d8 damage of the type you chose to each creature in the area.
You shape the shadow substance of the Netherworld into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic, or spirit damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 6d8 damage of the type you chose to each creature in the area.
basic saving throw DC
28
Tess
will
saving throw
37
+1 status to all saves vs. magic
Balrog's Shade
will
saving throw
23
+1 status to all saves vs. magic
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Alyssa Snapdragon
Haste (s)

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*
occult spell level 3
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (7th) You can target up to 6 creatures.
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
push*
Sven Långkalsång
athletics
skill
30
Balrog's Shade
cold iron silver flame whip
melee strike
attack
29
disarm, evil, fire, magical, reach 20 feet, trip
damage
11
fire
additional damage
1 evil
and Improved Grab, and whip reposition
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #2
22
Two-hand d12
damage
16
slashing
Critical damage
28
slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Alexander "Železni" Zelov
Catch this
ranged strike
attack
22
damage
8
Critical damage
16
Alexander "Železni" Zelov
Catch this
ranged strike
attack
25
damage
5
Critical damage
10
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
23
damage
9
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
31
Critical!
damage
11
bludgeoning
Critical damage
18
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Balrog's Shade
fortitude
saving throw
37
+1 status to all saves vs. magic
Balrog's Shade
cold iron silver flame whip
melee strike
attack
19
disarm, evil, fire, magical, reach 20 feet, trip
damage
11
fire
additional damage
1 evil
and Improved Grab, and whip reposition
Balrog's Shade
Lifedrinker
automatic and reactive abilities
action type: Free Action
traits: divine, healing, necromancy
trigger :: The balor kills a living creature that is at least 15th level.
Effect: The balrog drinks the triggering creature’s life force and regains 79 Hit Points.
Balrog's Shade
athletics
skill
24
Balrog's Shade
acrobatics
skill
28
Balrog's Shade
acrobatics
skill
35
Balrog's Shade
Whip Reposition
offensive or proactive abilities
When a balor grabs a creature with a whip Strike, they can move the creature to any space in the whip’s reach. The balor can move without ending the grab as long as the creature remains within the whip’s reach, and the balor can move the creature to any other space in the whip’s reach with an Interact action.
Sven Långkalsång
Extendible Pincer
stowed item
bulk: L
quantity: 1
This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away.
Gary Kreeefrog (Chris)
Mad Raccoons

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*
primal spell level 3
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
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rolling 1d20
()
8
8
.jpg)
Alyssa Snapdragon
Courageous Anthem

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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
30
damage
15
piercing
Critical damage
28
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Sven Långkalsång
athletics
skill
17
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Sven Långkalsång
athletics
skill
24
Sven Långkalsång
athletics
skill
30
Gary Kreeefrog (Chris)
Heal

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.png)
*
primal spell level 1
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC21
rolling 1d20
()
10
10
Sven Långkalsång
Healing Potion
stowed item
bulk: L
quantity: 6
rolling 1d8
()
3
3
.jpg)
Alyssa Snapdragon
Lesser Healing Potion

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.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (11) Hit Points.
Alyssa Snapdragon
Lesser Healing Potion

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.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (21) Hit Points.
rolling 1d8
()
2
2
Tess walks up to Gary, hugging him with one hand.
Gary Kreeefrog (Chris)
medicine
skill
25
Gary Kreeefrog (Chris)
medicine
skill
20
rolling 2d8
(+)
3
7
10
rolling 2d8
(+)
4
5
9
rolling 1d8
()
2
2
rolling 1d8
()
4
4
Sven Långkalsång
Anubis Dimond
stowed item
quantity: 1
Sven Långkalsång
perception
16
Sven Långkalsång
perception
29
Sven Långkalsång
perception
26
Sven Långkalsång
perception
29
Sven Långkalsång
perception
27
Sven Långkalsång
perception
14
Sven Långkalsång
perception
30
.jpg)
Alyssa Snapdragon
occultism
skill
19
+1 status bonus
Alyssa Snapdragon
intelligence
ability
8
Alyssa Snapdragon
intelligence
ability
21
Sven Långkalsång
perception
22
Gary Kreeefrog (Chris)
Read Aura

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*
arcane cantrip
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Gary Kreeefrog (Chris)
Detect Magic

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.png)
.png)
*
arcane cantrip
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
.jpg)
Alyssa Snapdragon
thievery
skill
21
+1 status bonus
Sven Långkalsång
Extendible Pincer
stowed item
bulk: L
quantity: 1
This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away.
Alexander "Železni" Zelov
thievery
skill
11
.jpg)
Alexander "Železni" Zelov
deception
skill
18
.jpg)
Alexander "Železni" Zelov
perception
14
Gary Kreeefrog (Chris)
perception
15
Alexander "Železni" Zelov
perception
21
Sven Långkalsång
perception
16
Alexander "Železni" Zelov
perception
16
Gary Kreeefrog (Chris)
Scroll of Locate
stowed item
quantity: 1
.jpg)
Alyssa Snapdragon
society
skill
16
+1 status bonus
.jpg)
Alexander "Železni" Zelov
perception
31
Alexander "Železni" Zelov
perception
21
Alexander "Železni" Zelov
Gorilla Pound

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.png)
.png)
*
class feats and abilities
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alyssa Snapdragon
Dirge of Doom

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.png)
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*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, fear, mental
area: 30-foot emanation
DURATION: 1 round
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in
the area.
From: Dirge of Doom
the area.
From: Dirge of Doom
Sven Långkalsång
Library Card
stowed item
quantity: 1
Sven Långkalsång
Fancy Clothes
stowed item
quantity: 1
Gary Kreeefrog (Chris)
will
saving throw
20
Sven Långkalsång
Library Card
stowed item
quantity: 1
rolling 1d20
()
8
8
Alyssa Snapdragon
society
skill
25
+1 status bonus
Sven Långkalsång
Dildos
stowed item
quantity: 2
Sven Långkalsång
Dildos
stowed item
quantity: 2
Whitechin
Gauntlet of Throwing
item
This gauntlet is magically imbued to hit hard and be precise. You can use your strength instead of dexterity to hit with throwing attacks, but they always have a range increment of 20ft. and deal 1d6 points of damage.
935gp
25gp
Sven Långkalsång
Adamantine Bastard Sword (Large)
worn item
bulk: 2
quantity: 1
traits: Two-hand d12
price: 4 gp
SUBCATEGORY: Weapons
HANDS: 1 or 2
DAMAGE: 1d8 (7)
DAMAGE TYPE: slashing
WEAPON CATEGORY: Martial
GROUP: Sword
HANDS: 1 or 2
DAMAGE: 1d8 (7)
DAMAGE TYPE: slashing
WEAPON CATEGORY: Martial
GROUP: Sword
This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra slashing power.
Returning Rune
Greater Striking Rune
Returning Rune
Greater Striking Rune
Gary Kreeefrog (Chris)
Healer's Gloves

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.png)
.png)
*
action
action type: 1-action
activate: Manipulate
source : item
traits: Magical, Necromancy
frequency: once per day
Soothe Wounds: You heal an adjacent living creature by touching them with the gloves, restoring 2d6+7 (15) Hit Points to that creature. This is a positive healing effect.
rolling 1d20
()
10
10
rolling 1d20
()
14
14
rolling 1d20
()
4
4
Greater Ventriloquism ring
shopping done
Alexander "Železni" Zelov
society
skill
22
rolling 1d8
()
1
1
rolling 1d8
()
4
4
Alexander "Železni" Zelov
initiative
perception
24
Sven Långkalsång
initiative
perception
21
rolling 1d20
()
18
18
rolling 1d20
()
10
10
Alexander "Železni" Zelov
Gorilla Pound

.png)
.png)
.png)
*
class feats and abilities
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
14
Alexander "Železni" Zelov
perception
13
6
Apperently dwark lady stronk
Sven Långkalsång
Giant's Stature

.png)
.png)
.png)
*
class feats and abilities
level: 6
prerequisites: Rage
action: 1-action
You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
unarmed fist
melee strike
attack
34
Agile, finesse, nonlethal, unarmed
damage
8
bludgeoning
Critical damage
12
bludgeoning
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2
19
Agile, finesse, nonlethal, unarmed
damage
10
bludgeoning
Critical damage
20
bludgeoning
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #3
28
Agile, finesse, nonlethal, unarmed
damage
13
bludgeoning
Critical damage
12
bludgeoning
Alexander "Železni" Zelov
performance
skill
8
Alexander "Železni" Zelov
unarmed fist
melee strike
attack
34
Agile, finesse, nonlethal, unarmed
damage
12
bludgeoning
Critical damage
30
bludgeoning
2
Alyssa Snapdragon
perception
18
+1 status bonus
Will be SMASHED
Alyssa Snapdragon
performance
skill
20
+1 status bonus
Tess
performance
skill
24
Alyssa Snapdragon
deception
skill
21
+1 status bonus
+2 Greater Ventrilloquist's Ring
+2 Greater Ventrilloquist's Ring
Alyssa Snapdragon
deception
skill
34
+1 status bonus
+2 Greater Ventrilloquist's Ring
+2 Greater Ventrilloquist's Ring
Alyssa Snapdragon
Legal Lore
skill
30
source: Hellspawn lineage
+1 status bonus
+1 status bonus
rolling 1d4
()
1
1
rolling 1d8
()
8
8
rolling 1d8
()
1
1
rolling 1d8
()
3
3
Tess
initiative
perception
21
Alexander "Železni" Zelov
initiative
perception
33
Sven Långkalsång
initiative
perception
31
Alexander "Železni" Zelov
Gorilla Pound

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*
class feats and abilities
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
19
16
MAKE HIM SUFFER
CHANGE HIS FACE
HES JUST A SWEET SLUT OF A MAN
Tess
Unarmed fist
melee strike
attack
24
Agile, finesse, magical
damage
13
Bludgeoning
additional damage
1 Spirit
Tess
Unarmed fist
melee strike
attack #2
30
Agile, finesse, magical
damage
14
Bludgeoning
additional damage
4 Spirit
Alexander "Železni" Zelov
Flurry of Maneuvers

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*
class feats and abilities
level: 4th
prerequisites: Expert in Athletics
Your flurry is a combination of maneuvers. You can replace one
or both of your attacks during a Flurry of Blows with Grapples,
Shoves, or Trips.
or both of your attacks during a Flurry of Blows with Grapples,
Shoves, or Trips.
Alexander "Železni" Zelov
athletics
skill
25
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Stunning Fist

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*
class feats and abilities
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
17
damage
10
bludgeoning
Critical damage
44
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
11
damage
19
bludgeoning
Critical damage
32
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #2
25
Two-hand d12
damage
37
slashing
Critical damage
48
slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #3
27
Two-hand d12
Critical!
damage
19
slashing
Critical damage
58
slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Tess
deception
skill
37
Critical Success You throw your enemy's defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn.
Tess
Unarmed fist
melee strike
attack
30
Agile, finesse, magical
damage
21
Bludgeoning
additional damage
2 Spirit
Tess
Unarmed fist
melee strike
attack #2
31
Agile, finesse, magical
damage
14
Bludgeoning
additional damage
4 Spirit
Tess
Unarmed fist
melee strike
Critical damage
34
Tess
Unarmed fist
melee strike
Critical damage
38
20
11
Alexander "Železni" Zelov
Assurance

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*
skill feats
skill: General
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Alexander "Železni" Zelov
athletics
skill
16
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
30
damage
21
bludgeoning
Critical damage
36
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
26
damage
22
bludgeoning
Critical damage
36
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
performance
skill
11
IMPAIL HIM
Sven Långkalsång
athletics
skill
34
Sven Långkalsång
Quick Jump

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*
skill feats
level: 1
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
Sven Långkalsång
Powerful Leap

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*
skill feats
level: 2
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Tess
acrobatics
skill
19
Tess
acrobatics
skill
30
Tess
Unarmed fist
melee strike
attack #3
15
Agile, finesse, magical
damage
17
Bludgeoning
additional damage
5 Spirit
Sven Långkalsång
athletics
skill
34
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #3
23
Two-hand d12
damage
24
slashing
Critical damage
58
slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Tess
deception
skill
39
Tess
acrobatics
skill
22
Tess
Unarmed fist
melee strike
attack
27
Agile, finesse, magical
damage
20
Bludgeoning
additional damage
5 Spirit
Tess
performance
skill
25
rolling 1d6
()
4
4
Alexander "Železni" Zelov
initiative
perception
27
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
27
damage
20
bludgeoning
Critical damage
40
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
28
damage
21
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
25
damage
16
bludgeoning
Critical damage
34
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
33
18
25
24
2
Alexander "Železni" Zelov
athletics
skill
30
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
23
damage
20
bludgeoning
Critical damage
20
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
18
damage
15
bludgeoning
Critical damage
48
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
32
12
Alexander "Železni" Zelov
fortitude
saving throw
23
11
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
27
damage
16
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
performance
skill
11
Tess
perception
24
Alexander "Železni" Zelov
initiative
perception
19
Tess
initiative
perception
27
Alexander "Železni" Zelov
intimidation
skill
14
Tess
Unarmed fist
melee strike
attack
21
Agile, finesse, magical
damage
20
Bludgeoning
additional damage
2 Spirit
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
32
damage
13
bludgeoning
Critical damage
32
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
14
damage
16
bludgeoning
Critical damage
48
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Tess
fortitude
saving throw
32
+1 status to all saves vs. magic
Tess
deception
skill
36
Tess
Unarmed fist
melee strike
attack
21
Agile, finesse, magical
damage
18
Bludgeoning
additional damage
4 Spirit
Tess
Unarmed fist
melee strike
attack #2
33
Agile, finesse, magical
damage
17
Bludgeoning
additional damage
1 Spirit
Tess
Unarmed fist
melee strike
Critical damage
44
3
Alexander "Železni" Zelov
athletics
skill
18
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
athletics
skill
23
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
26
damage
15
bludgeoning
Critical damage
36
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
27
damage
26
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Tess
deception
skill
33
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
26
damage
15
bludgeoning
Critical damage
34
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
12
damage
21
bludgeoning
Critical damage
40
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Tess
deception
skill
30
Tess
deception
skill
24
Tess
performance
skill
23
Alexander "Železni" Zelov
Intimidating Glare

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*
skill feats
skill: Intimidaton
level: 1
Demoralize a creature without speaking
Alexander "Železni" Zelov
intimidation
skill
13
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
24
damage
15
bludgeoning
Critical damage
32
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Tess
strength
ability
18
Tess
deception
skill
25
Tess
Unarmed fist
melee strike
attack
35
Agile, finesse, magical
damage
15
Bludgeoning
additional damage
3 Spirit
Alexander "Železni" Zelov
athletics
skill
20
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
18
damage
15
bludgeoning
Critical damage
48
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Tess
performance
skill
30
Tess
Unarmed fist
melee strike
attack
24
Agile, finesse, magical
damage
18
Bludgeoning
additional damage
6 Spirit
Tess
Unarmed fist
melee strike
attack #2
23
Agile, finesse, magical
damage
20
Bludgeoning
additional damage
1 Spirit
Alexander "Železni" Zelov
performance
skill
7
Alexander "Železni" Zelov
performance
skill
24
Tess
deception
skill
26
Tess
Unarmed fist
melee strike
attack
35
Agile, finesse, magical
damage
14
Bludgeoning
additional damage
6 Spirit
Tess
Unarmed fist
melee strike
Critical damage
20
Tess
performance
skill
25
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
28
damage
21
bludgeoning
Critical damage
48
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Valkeria Maqine
Alyssa Snapdragon
society
skill
22
+1 status bonus
Alexander "Železni" Zelov
society
skill
17
Alexander "Železni" Zelov
survival
skill
30
Sven Långkalsång
Labor Lore
skill
24
Alyssa Snapdragon
Pummeling Rubble

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*
arcane innate spell level 1
damage
6
bludgeoning
Critical damage
6
bludgeoning
action: 2-action
traits: concentrate, earth, manipulate
area: 15-foot cone
heightened effects: Heightened (+1) The damage increases by 2d4.
A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save.
saving throw reflex DC22
critical success: The creature is unaffected.
success: The creature takes half damage.
failure: The creature takes full damage and is pushed 5 feet away from you.
critical failure: The creature takes double damage and is pushed 10 feet away from you.
Gary Kreeefrog (Chris)
Mad Raccoons

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*
primal spell level 3
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
sven get the triple A
Alex get the distraction crew
Alyssa get the mages
Alyssa Snapdragon
occultism
skill
30
+1 status bonus
Sven Långkalsång
fortitude
saving throw
29
Alexander "Železni" Zelov
diplomacy
skill
8
Alexander "Železni" Zelov
diplomacy
skill
19
Alyssa Snapdragon
Musical Accompaniment

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*
occult cantrip
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Sven Långkalsång
deception
skill
18
Sven Långkalsång
deception
skill
8
Sven Långkalsång
deception
skill
7
Gurmazul
perception
28
Whelp...opens Satan beer....here we go
Sven Långkalsång
Flare Beacon
stowed item
bulk: L
quantity: 1
Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it.
Alyssa Snapdragon
Lightning Bolt

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*
arcane innate spell level 3
damage
20
electricity
Critical damage
34
electricity
action: 2-action
traits: concentrate, electricity, manipulate
area: 120-foot line
heightened effects: Heightened (+1) The damage increases by 1d12.
A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage with a basic Reflex save.
basic saving throw reflex DC22
Sven Långkalsång
Glow Rod
stowed item
bulk: L
quantity: 1
This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).
Alexander "Železni" Zelov
initiative
perception
33
Gnoll Hunter Troop
initiative
perception
21
Alyssa Snapdragon
initiative
perception
19
Sven Långkalsång
deception
skill
21
Gnoll Hunter Troop
initiative
perception
31
Gary Kreeefrog (Chris)
initiative
perception
23
Alyssa Snapdragon
initiative
perception
17
Sven Långkalsång
deception
skill
8
Sven Långkalsång
initiative
perception
30
Alexander "Železni" Zelov
Gorilla Pound

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*
class feats and abilities
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
17
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
24
damage
21
bludgeoning
Critical damage
36
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
14
bludgeoning
Critical damage
28
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gnoll Hunter Troop
Charge
offensive or proactive abilities
The gnolls engage in a savage battleaxe attack against each enemy within 5 feet (DC 23 basic Reflex save). The damage depends on the number of actions.
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
12 4
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
20 7
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
8 4
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
10 7
Sven Långkalsång
reflex
saving throw
18
Sven Långkalsång
reflex
saving throw
26
Sven Långkalsång
reflex
saving throw
17
Sven Långkalsång
reflex
saving throw
13
Sven Långkalsång
athletics
skill
24
Gary Kreeefrog (Chris)
Glas sand

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*
primal spell level 3
action: 1-action
cast: material, somatic
traits: Uncommon, Earth, Evocation
area: 60-foot cone
heightened effects: Heightened (+1) The damage increases by 2d6.
You throw a handful of sand that transforms into jagged shards of glass. Creatures in the area take 4d6 slashing damage and must attempt a Reflex save.
saving throw reflex DC22
critical success: Critical Success The target is unaffected.
success: Success The target takes half damage.
failure: Failure The target takes full damage and 1 persistent bleed damage.
critical failure: Critical Failure The target takes double damage and 2 persistent bleed damage.
rolling 4d6
(+++)
1
2
2
1
6
Gnoll Hunter Troop
reflex
saving throw
27
Gnoll Hunter Troop
reflex
saving throw
16
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 3
17 11
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
18 5
Alexander "Železni" Zelov
reflex
saving throw
22
Alexander "Železni" Zelov
reflex
saving throw
16
Gnoll Hunter Troop
Charge
offensive or proactive abilities
The gnolls engage in a savage battleaxe attack against each enemy within 5 feet (DC 23 basic Reflex save). The damage depends on the number of actions.
Alyssa Snapdragon
Needle Darts

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*
occult cantrip
attack
26
damage
13
piercing
Critical damage
14
piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Alexander "Železni" Zelov
Catch this
ranged strike
attack
25
damage
8
Critical damage
14
rolling 1d8
()
6
6
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
26
bludgeoning
Critical damage
34
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Catch this
ranged strike
attack #3
13
damage
5
Critical damage
16
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
22
damage
19
bludgeoning
Critical damage
36
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
"Help me"
Sven Långkalsång
reflex
saving throw
24
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
25
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
29
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
12
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
29
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
18
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
17
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
23
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
16
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
6
7
0
9
5
4
4
5
Sven Långkalsång
athletics
skill
25
Sven Långkalsång
Oversized Throw
ranged strike
Sven Långkalsång
Oversized Throw

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*
class feats and abilities
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Gary Kreeefrog (Chris)
Heal

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*
divine spell level 3
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 3d8
(++)
2
5
2
9
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
14 4
Alexander "Železni" Zelov
reflex
saving throw
22
Alexander "Železni" Zelov
reflex
saving throw
17
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 3
18 8
Alyssa Snapdragon
Soothe

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.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 14 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {2D10+8}
{}
=(+)
+84
4
16
19
Alyssa Snapdragon
Courageous Anthem

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.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Sven Långkalsång
reflex
saving throw
14
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
17
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
21
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
14
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
30
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
19
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
21
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
19
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
13
12
11
15
16
13
14
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 3
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
rolling 1d20
()
18
18
Gary Kreeefrog (Chris)
Healer's Gloves

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.png)
.png)
*
action
action type: 1-action
activate: Manipulate
source : item
traits: Magical, Necromancy
frequency: once per day
Soothe Wounds: You heal an adjacent living creature by touching them with the gloves, restoring 4d6+15 (32) Hit Points to that creature. This is a positive healing effect.
Gary Kreeefrog (Chris)
reflex
saving throw
20
Gary Kreeefrog (Chris)
reflex
saving throw
24
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 1
9 3
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
16 2
Alyssa Snapdragon
Soothe

.png)
.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 11 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {2D10+8}
{}
=(+)
+88
4
20
Alyssa Snapdragon
YEET
ranged strike
attack
17
damage
0
Critical damage
0
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
32
damage
18
bludgeoning
Critical damage
26
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Flurry of Blows

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*
class feats and abilities
traits: flourish, monk
action: 1-action
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
24
bludgeoning
Critical damage
44
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
26
damage
13
bludgeoning
Critical damage
48
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gary Kreeefrog (Chris)
Unicorn Heal

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*
primal innate spell level 1
damage
4
Critical damage
8
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Gary Kreeefrog (Chris)
Treat wounds

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*
action
action type: Other 10 min
requirements: You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains
Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.
The result of your Medicine check determines how many Hit Points the target regains
Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.
Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
Gary Kreeefrog (Chris)
medicine
skill
17
Alyssa Snapdragon
Minor Healing Potion

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*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (3) Hit Points.
Alyssa Snapdragon
Minor Healing Potion

.png)
.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (4) Hit Points.
Alyssa Snapdragon
Minor Healing Potion

.png)
.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (1) Hit Points.
Alyssa Snapdragon
Minor Healing Potion

.png)
.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (3) Hit Points.
Alyssa Snapdragon
Minor Healing Potion

.png)
.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (6) Hit Points.
Alyssa Snapdragon
Minor Healing Potion

.png)
.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (8) Hit Points.
Alyssa Snapdragon
Lesser Healing Potion

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.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (10) Hit Points.
Alyssa Snapdragon
Lesser Healing Potion

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.png)
.png)
*
action
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (18) Hit Points.
Alyssa Snapdragon
Moderate Alchemist's Fire

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*
action
action type: 1-action
You gain a +1 item bonus to attack rolls. The bomb deals 2d8 (6) fire damage, 2 persistent fire damage, and 2 fire splash damage.
Gurmazul
initiative
perception
21
Alyssa Snapdragon
initiative
perception
26
Alexander "Železni" Zelov
initiative
perception
22
Gary Kreeefrog (Chris)
initiative
perception
22
Alyssa Snapdragon
Haste (s)

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*
occult spell level 3
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (7th) You can target up to 6 creatures.
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Gary Kreeefrog (Chris)
Mad Raccoons

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*
primal spell level 3
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
• Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
• Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.
• Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
rolling 1d20+12
()
+125
17
rolling 1d20+12
()
+1220
32
Gary Kreeefrog (Chris)
perception
20
Alexander "Železni" Zelov
Gorilla Pound

.png)
.png)
.png)
*
class feats and abilities
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
13
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
19
damage
18
bludgeoning
Critical damage
22
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
29
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
15
damage
12
bludgeoning
Critical damage
32
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
11
damage
15
bludgeoning
Critical damage
38
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gurmazul
Forge Weapon (1A)
Interaction Ability
Gurmazul reforges part of their barbed iron substance into a new +1 striking trident or barbed net. Their previous trident crumbles to rust. When Gurmazul is destroyed, any tridents or barbed nets they created crumble to rust.
Gurmazul
Trident
melee strike
attack
27
evil, magical
damage
19
piercing
additional damage
1 lawful
Merciless thrust
Gurmazul
Trident
melee strike
attack #2
29
evil, magical
damage
15
piercing
additional damage
4 lawful
Merciless thrust
rolling 1d3
()
1
1
Alyssa Snapdragon
reflex
saving throw
27
+1 status bonus
Alyssa Snapdragon
Eat Fire

.png)
.png)
.png)
*
occult cantrip
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Alyssa Snapdragon
Dirge of Doom

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, fear, mental
area: 30-foot emanation
DURATION: 1 round
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in
the area.
From: Dirge of Doom
the area.
From: Dirge of Doom
Gary Kreeefrog (Chris)
Battle Medicine

.png)
.png)
.png)
*
action
action type: 1-action
source : Feat: Battle Medicine
traits: General, Healing, Manipulate, Skill
requirements: You’re holding or wearing a healer’s toolkit (see Healer's Toolkit).
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Gary Kreeefrog (Chris)
medicine
skill
18
rolling 3d8 +24
(++)
+243
1
3
31
rolling 1d20+12
()
+1220
32
Alexander "Železni" Zelov
athletics
skill
20
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
16
damage
21
bludgeoning
Critical damage
36
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
21
damage
12
bludgeoning
Critical damage
40
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Stunning Fist

.png)
.png)
.png)
*
class feats and abilities
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Gurmazul
fortitude
saving throw
38
+1 status to all saves vs. magic
Alexander "Železni" Zelov
Gorilla Pound

.png)
.png)
.png)
*
class feats and abilities
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
12
damage
18
bludgeoning
Critical damage
38
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
21
damage
21
bludgeoning
Critical damage
30
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gurmazul
Forge Weapon (1A)
Interaction Ability
Gurmazul reforges part of their barbed iron substance into a new +1 striking trident or barbed net. Their previous trident crumbles to rust. When Gurmazul is destroyed, any tridents or barbed nets they created crumble to rust.
Gurmazul
Trident
melee strike
attack
34
evil, magical
damage
19
piercing
additional damage
4 chaotic
Merciless thrust
Gurmazul
Trident
melee strike
Critical damage
26
Merciless thrust
rolling 1d3
()
3
3
Alexander "Železni" Zelov
reflex
saving throw
18
Alyssa Snapdragon
Stupefy

.png)
.png)
.png)
*
occult spell level 2
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC22
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Alyssa Snapdragon
Dirge of Doom

.png)
.png)
.png)
*
occult cantrip
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, fear, mental
area: 30-foot emanation
DURATION: 1 round
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in
the area.
From: Dirge of Doom
the area.
From: Dirge of Doom
Gurmazul
will
saving throw
14
+1 status to all saves vs. magic
Gary Kreeefrog (Chris)
medicine
skill
26
rolling 2d8+10
(+)
+105
1
16
Gary Kreeefrog (Chris)
Raccoon Form

.png)
.png)
.png)
*
focus spell level 2
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form.
While in this form, you gain the animal trait.
You can Dismiss the spell.
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
While in this form, you gain the animal trait.
You can Dismiss the spell.
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
• Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
23
damage
17
bludgeoning
Critical damage
28
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
20
damage
21
bludgeoning
Critical damage
30
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gurmazul
fortitude
saving throw
25
+1 status to all saves vs. magic
Alexander "Železni" Zelov
athletics
skill
24
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
11
damage
28
bludgeoning
Critical damage
36
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gurmazul
Barbed Net
ranged strike
attack
24
magical
damage
0
Range: 20ft.
When Gurmazul hits a creature with their barbed net, the net wraps around the target, which becomes clumsy 1 and takes a –10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also immobilized. When a creature Escapes (DC 22), or if the Strike misses, the net crumbles into rust. Each time a creature attempts to Escape, it takes 1d6 slashing damage from the net's barbs, regardless of whether the attempt succeeds.
Gurmazul
Trident
melee strike
attack #2
17
evil, magical
damage
21
piercing
additional damage
3 chaotic
Merciless thrust
rolling 1d3
()
3
3
Alexander "Železni" Zelov
reflex
saving throw
19
Alyssa Snapdragon
Daze

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.png)
*
occult cantrip
damage
8
mental
Critical damage
16
mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC22
Alyssa Snapdragon
Stupefy

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.png)
*
occult spell level 2
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC22
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Gurmazul
will
saving throw
31
+1 status to all saves vs. magic
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
16
damage
16
Critical damage
28
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
23
damage
9
Critical damage
28
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
13
damage
12
Critical damage
30
rolling 3d8 +24
(++)
+248
8
8
48
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
27
damage
21
bludgeoning
Critical damage
30
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
24
damage
22
bludgeoning
Critical damage
42
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gurmazul
fortitude
saving throw
37
+1 status to all saves vs. magic
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
21
damage
20
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
18
damage
15
bludgeoning
Critical damage
26
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3
15
damage
13
bludgeoning
Critical damage
46
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gurmazul
Trident
melee strike
attack
36
evil, magical
damage
19
piercing
additional damage
5 chaotic
Merciless thrust
Gurmazul
Trident
melee strike
Critical damage
36
Merciless thrust
Gurmazul
Merciless Thrust
Interaction Ability
When Gurmazul hits a creature that has the clumsy, enfeebled, immobilized, or restrained conditions with a melee trident Strike, the Strike deals an additional 8 damage.
rolling 1d20
()
19
19
Gurmazul
Trident
melee strike
attack #2
21
evil, magical
damage
18
piercing
additional damage
6 chaotic
Merciless thrust
Gurmazul
Trident
melee strike
attack #3
21
evil, magical
damage
14
piercing
additional damage
2 chaotic
Merciless thrust
rolling 1d3
()
2
2
Gary Kreeefrog (Chris)
reflex
saving throw
28
Gurmazul
Trident
melee strike
attack
26
evil, magical
damage
20
piercing
additional damage
3 chaotic
Merciless thrust
Alyssa Snapdragon
Blood Vendetta (s)

.png)
.png)
.png)
*
occult spell level 2
damage
9
see text
Critical damage
18
see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC22
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
Gurmazul
Merciless Thrust
Interaction Ability
When Gurmazul hits a creature that has the clumsy, enfeebled, immobilized, or restrained conditions with a melee trident Strike, the Strike deals an additional 12 damage.
Gurmazul
will
saving throw
30
+1 status to all saves vs. magic
Alyssa Snapdragon
Soothe

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.png)
.png)
*
occult spell level 1
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 11 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {1D10+4}
{}
=()
+46
10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack
26
damage
13
Critical damage
36
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2
23
damage
11
Critical damage
34
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3
11
damage
11
Critical damage
20
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack
21
damage
16
bludgeoning
Critical damage
38
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2
29
damage
21
bludgeoning
Critical damage
24
bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Tess
Tess' Heartstone
item
This gemstone grants its wearer a +2 item bonus to saving throws.
Each heartstone is powered by the spirit of a specific night hag. If it’s separated from her for 24 hours (or she’s been dead for 24 hours), it becomes a nonmagical gemstone. A heartstone allows the hag to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, and shadow blast twice per day.
Activate [one-action] command; Requirements You must be touching the heartstone.; Effect The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18).
Tess' Heartstone: Tess used the heartstone to change her very essence, allowing her to shapechange into a male. 24 hours after Tess dies, her true body reforms in the Feywild without the heartstone. If she dies there before she can craft a new one, she will die permanently.
Craft Requirements You must be a night hag.
Each heartstone is powered by the spirit of a specific night hag. If it’s separated from her for 24 hours (or she’s been dead for 24 hours), it becomes a nonmagical gemstone. A heartstone allows the hag to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, and shadow blast twice per day.
Activate [one-action] command; Requirements You must be touching the heartstone.; Effect The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18).
Tess' Heartstone: Tess used the heartstone to change her very essence, allowing her to shapechange into a male. 24 hours after Tess dies, her true body reforms in the Feywild without the heartstone. If she dies there before she can craft a new one, she will die permanently.
Craft Requirements You must be a night hag.
Tess
Dream Haunting
Interaction Ability
traits: (enchantment, occult, mental
If Tess is ethereal and hovering over a sleeping creature, she can ride the victim’s back until dawn. The creature endures tormenting dreams as Tess casts nightmare on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront Tess and stop her dream haunting.